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Returning 35 results for 'bat beast diffusing checks remains'.
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Magic Items
Dungeon Master’s Guide
While wearing this cloak, you have Advantage on Dexterity (Stealth) checks. In an area of Dim Light or Darkness, you can grip the edges of the cloak and use it to gain a Fly Speed of 40 feet. If you
Darkness, you can cast Polymorph on yourself, shape-shifting into a Bat. While in that form, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can’t be used this way again until the next dawn.
Monsters
Monster Manual
Bite. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft. Hit: 1 Piercing damage
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
of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts
Monsters
Monster Manual
Bite. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3", "rollType":"damage", "rollAction":"Bite
Spells
Player’s Handbook
your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear
Monsters
Monster Manual
Aversion to Fire. If the golem takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn.
Berserk. Whenever the golem starts its turn Bloodied, roll
creature is near enough to move to and attack, the golem attacks an object. Once the golem goes berserk, it remains so until it is destroyed or it is no longer Bloodied.
The golem’s creator, if
Magic Items
Dungeon Master’s Guide
ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers.
Button 6. The rod assumes or remains in its normal form and indicates
Bat
Legacy
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Monsters
Basic Rules (2014)
Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.Bite. Melee Weapon Attack: +0;{"diceNotation
Monsters
Forgotten Realms: Adventures in Faerûn
bat, wolverine, or shark, there’s no mistaking the beast of Malar for a mundane animal. The beast shifts easily between its forms to pursue its prey, using whichever shape suits it best to
Amphibious (Sea Form Only). The beast breathes air and water.
Divine Immortality. If the beast dies, its body dissolves into black goo, and it gains a new body after 1d10;{"diceNotation":"1d10
Giant Bat
Legacy
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Monsters
Basic Rules (2014)
Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.Bite. Melee Weapon Attack: +4;{"diceNotation
Monsters
Forgotten Realms: Adventures in Faerûn
dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 18):
At Will: Detect Magic, Shapechange (Beast or Humanoid form
Advantage on Charisma (Performance) checks that involve singing or playing music. Creatures other than the dragon and its allies in that area have Disadvantage on saving throws to avoid or end the
Monsters
Forgotten Realms: Adventures in Faerûn
(Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Thunderwave (level 2 version)
1/Day Each
(Performance) checks that involve singing or playing music. Creatures other than the dragon and its allies in that area have Disadvantage on saving throws to avoid or end the Charmed condition.
Time
Monsters
Forgotten Realms: Adventures in Faerûn
circle of the Cult of the Dragon, from whom he commands obedience.
Sammaster rarely remains in one place for long, as he thinks no one can oversee the Cult of the Dragon activities across the Realms as
efficiently as he can. Sammaster personally checks in on the cult’s most important plots, often surprising his minions with his presence.
Rather than keep a soul jar as liches do, Sammaster keeps
Monsters
Forgotten Realms: Adventures in Faerûn
the Dragon, from whom he commands obedience.
Sammaster rarely remains in one place for long, as he thinks no one can oversee the Cult of the Dragon activities across the Realms as efficiently as he
can. Sammaster personally checks in on the cult’s most important plots, often surprising his minions with his presence.
Rather than keep a soul jar as liches do, Sammaster keeps a magical soul
Quasit
Legacy
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Monsters
Basic Rules (2014)
Shapechanger. The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back
.
Magic Resistance. The quasit has advantage on saving throws against spells and other magical effects.Claws (Bite in Beast Form). Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit
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
Quasit (familiar variant)
Legacy
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Monsters
Monster Manual (2014)
Shapechanger. The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back
shares the quasit’s Magic Resistance trait. At any time and for any reason, the quasit can end its service as a familiar, ending the telepathic bond.Claws (Bite in Beast Form). Melee Weapon Attack
Swarm of Bats
Legacy
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Monsters
Basic Rules (2014)
Echolocation. The swarm can't use its blindsight while deafened.
Keen Hearing. The swarm has advantage on Wisdom (Perception) checks that rely on hearing.
Swarm. The swarm can occupy another
creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points.Bite. Melee Weapon Attack: +4
Animal Messenger
Legacy
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Spells
Basic Rules (2014)
By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have
to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals
Conjure Animals
Legacy
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Spells
Basic Rules (2014)
You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:
One beast of challenge
rating 2 or lower
Two beasts of challenge rating 1 or lower
Four beasts of challenge rating 1/2 or lower
Eight beasts of challenge rating 1/4 or lower
Each beast is also considered fey, and it
Monsters
Tales from the Yawning Portal
creature has -2 penalty on all ability checks and saving throws.Multiattack. The displacer beast makes two attacks with its tentacles.
Tentacle. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType
Avoidance. If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only
Conjure Fey
Legacy
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Spells
Basic Rules (2014)
You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within
.
Sample Creatures
CR
Creature Name
0
Frog, Sea Horse, Baboon, Badger, Bat, Cat, Crab, Deer, Eagle, Giant Fire Beetle, Goat, Hawk, Hyena, Jackal, Lizard, Octopus, Owl, Quipper, Rat
magic-items
This rod of varnished oak is capped at both ends with a Siberys dragonshard. While holding the rod, you can use any of its properties:
Dominion. You can cast Dominate Beast from the rod. When you
until the next dawn.
Handling. You have Advantage on Wisdom (Animal Handling) and Wisdom (Survival) checks.
Wild Speech. You can cast Speak with Animals from the rod.
Warlock of the Archfey
Legacy
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Monsters
Volo's Guide to Monsters
, dominate beast, faerie fire, fear, hold monster, misty step, phantasmal force, seeming, sleepDagger. Melee or Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Dagger
(Recharges after a Short or Long Rest). In response to taking damage, the warlock turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks, makes a damage roll, or casts a spell.
Monsters
Tomb of Annihilation
False Appearance. While the mantrap remains motionless, it is indistinguishable from an ordinary tropical plant.Engulf. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit
mantrap detects any creatures nearby, it releases pollen out to a radius of 30 feet. Any beast or humanoid within the area must succeed on a DC 11 Wisdom saving throw or be forced to use all its movement
Roper
Legacy
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Monsters
Basic Rules (2014)
False Appearance. While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.
Grasping Tendrils. The roper can have up to six tendrils at a time
grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target.
Reel. The roper pulls each creature grappled by it up to 25 feet straight toward it.
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
Monsters
Locathah Rising
blocks the sphere.
While within the sphere, Amble and their allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere isn’t
unoccupied space they can see.Change Shape (2/Day). Amble magically polymorphs into a beast with a challenge rating of 1 or less, and can remain in this form for up to 6 hours. Amble's equipment melds with
Cloaker
Legacy
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Monsters
Basic Rules (2014)
Damage Transfer. While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down), and that creature takes the other half.
False Appearance. While the cloaker remains
(Perception) checks that rely on sight.Multiattack. The cloaker makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit
Mimic
Legacy
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Monsters
Basic Rules (2014)
(escape DC 13). Ability checks made to escape this grapple have disadvantage.
False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object
magic-items
the following ways of your choice. The creature remains maimed until it is targeted by a Greater Restoration spell or similar magic. Once this property is used, it can’t be used again until the
on Strength and Dexterity ability checks and saving throws.
Broken Skull. The creature has Disadvantage on Intelligence and Wisdom ability checks and saving throws.
Shadow Mastiff Alpha
Legacy
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Monsters
Volo's Guide to Monsters
Ethereal Awareness. The shadow mastiff can see ethereal creatures and objects.
Keen Hearing and Smell. The shadow mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell
disadvantage on attack rolls, ability checks, and saving throws.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 10 (2d6
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
":"Polymorph Concoction"}): 1, bat; 2, frog; 3, lizard; or 4, rat. This transformation lasts for 1 hour or until the creature drops to 0 hit points in its new form.
Shattered Shards. The witch targets a
, while others animate furniture, weapons, or other objects.
Feel free to build encounters with witches that include additional creatures such as animated armor, a flying sword, a rug of smothering, or a Tiny Beast acting as a spy.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Fear Aura. Any Beast or Humanoid that starts its turn within 10 feet of the meenlock must succeed on a DC 11 Wisdom saving throw or be frightened until the start of the creature’s next turn
.
Light Sensitivity. While in bright light, the meenlock has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Claw. Melee Weapon Attack: +4;{"diceNotation":"1d20
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Can’t Catch Me. The gingerbrute has advantage on any ability checks or saving throws it makes to avoid or end the grappled or the restrained condition on itself.
Sweet Victory. Once the
gingerbrute is destroyed, a creature can use its action to eat all the remains and gain 5 temporary hit points. The remains crumble away after 24 hours if not eaten.Multiattack. The gingerbrute makes two






