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Returning 35 results for 'beast before damage constructs rating'.
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beast before damage construct rating
Spells
Player’s Handbook
form can be any Beast you choose that has a Challenge Rating equal to or less than the target’s (or the target’s level if it doesn’t have a Challenge Rating). The target’s game
You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shifting;shape-shift into Beast form for the duration. That
Spells
Player’s Handbook
A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target’s Challenge Rating isn’t 0
;a red-haired dwarf wearing a pointed hat.” You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles
Spells
Player’s Handbook
Choose any number of willing creatures that you can see within range. Each target shape-shifting;shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower
. You can choose a different form for each target. On later turns, you can take a Magic action to transform the targets again.
A target’s game statistics are replaced by the chosen Beast’s
Spells
Player’s Handbook
; you learn those facts as they pertain to the spell’s area:
Locations of settlements
Locations of portals to other planes of existence
Location of one Challenge Rating 10+ creature (DM’s
choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead
The most prevalent kind of plant, mineral, or Beast (you choose which to learn)
Locations of bodies of water
For example
Magic Items
Dungeon Master’s Guide
You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.
Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with
this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs
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
Magic Items
Dungeon Master’s Guide
This magic ammunition is meant to slay creatures of a particular type, which the DM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the
ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one.
After dealing its extra damage to a
Spells
Player’s Handbook
Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target
, the spell ends.
Using a Higher-Level Spell Slot. You can target one additional Beast for each spell slot level above 1.
Monsters
Monster Manual
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 save and half damage if it
fails. It can’t use this trait if it has the Incapacitated condition.
Displacement. Attack rolls against the displacer beast have Disadvantage, since it projects an illusion that makes it
Magic Items
Dungeon Master’s Guide
Held in the dungeon of White Plume Mountain, Wave is engraved with images of waves, shells, and sea creatures.
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When
you roll a 20 on the d20 for an attack roll with this weapon, the target takes an extra 21 Necrotic damage.
While holding Wave, you gain the following benefits:
Combat Ready. You have Advantage on
Monsters
Monster Manual
Pacifying Spores.
Slam. Melee Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Slam"}, reach 5 ft. Hit: 6 (2d4 + 1);{"diceNotation":"2d4+1", "rollType":"damage
", "rollAction":"Slam", "rollDamageType":"Bludgeoning"} Bludgeoning damage plus 5 (2d4);{"diceNotation":"2d4", "rollType":"damage", "rollAction":"Slam", "rollDamageType":"Poison"} Poison damage.
Animating
Monsters
Monster Manual
Detect Life. The banshee magically senses the direction of creatures up to 1 mile away that aren’t Constructs or Undead.
Incorporeal Movement. The banshee can move through other creatures and
objects as if they were Difficult Terrain. It takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Incorporeal Movement", "rollDamageType":"Force"} Force damage if it ends its
Monsters
Monster Manual
Beast of Burden. The mule counts as one size larger for the purpose of determining its carrying capacity.Hooves. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction
":"Hooves"}, reach 5 ft. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2", "rollType":"damage", "rollAction":"Hooves", "rollDamageType":"Bludgeoning"} Bludgeoning damage.
Monsters
Monster Manual
", "rollType":"to hit", "rollAction":"Slam"}, reach 5 ft. Hit: 4 (1d8);{"diceNotation":"1d8", "rollType":"damage", "rollAction":"Slam", "rollDamageType":"Bludgeoning"} Bludgeoning damage plus 3 (1d6
);{"diceNotation":"1d6", "rollType":"damage", "rollAction":"Slam", "rollDamageType":"Poison"} Poison damage.
Pacifying Spores (1/Day). Constitution Saving Throw: DC 11, one creature the myconid can see
Monsters
Monster Manual
", "rollType":"to hit", "rollAction":"Slam"}, reach 5 ft. Hit: 1 (1d4 − 1);{"diceNotation":"1d4 − 1", "rollType":"damage", "rollAction":"Slam", "rollDamageType":"Bludgeoning"} Bludgeoning damage plus 2
(1d4);{"diceNotation":"1d4", "rollType":"damage", "rollAction":"Slam", "rollDamageType":"Poison"} Poison damage.
Rapport Spores. The myconid expels spores in a 30-foot Emanation originating from itself
Monsters
Monster Manual
feet (Constructs and Undead succeed automatically). Failure: The target has the Unconscious condition for 10 minutes or until it takes damage or a creature within 5 feet of it takes an action to wake
":"Rend"}, reach 5 ft. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Piercing"} Piercing damage.
Slam (Human or Hybrid Form Only). Melee Attack
Spells
Player’s Handbook
You spend the casting time tracing magical pathways within a precious gemstone, and then touch the target. The target must be either a Beast or Plant creature with an Intelligence of 3 or less or a
statistics for the Awakened Shrub or Awakened Tree in the Monster Manual.
The awakened target has the Charmed condition for 30 days or until you or your allies deal damage to it. When that condition ends, the awakened creature chooses its attitude toward you.
Monsters
Monster Manual
", "rollType":"to hit", "rollAction":"Holy Mace"}, reach 5 ft. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4", "rollType":"damage", "rollAction":"Holy Mace", "rollDamageType":"Bludgeoning"} Bludgeoning damage plus 18
(4d8);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Holy Mace", "rollDamageType":"Radiant"} Radiant damage.
Spellcasting. The deva casts one of the following spells, requiring no Material
Monsters
Monster Manual
finish a Long Rest before using this trait to cast that spell again.
Vile Appearance. Wisdom Saving Throw: DC 11, any Beast or Humanoid that starts its turn within 30 feet of the hag and can see the hag
Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 10 (2d6 + 3);{"diceNotation":"2d6+3", "rollType":"damage", "rollAction":"Claw", "rollDamageType
Monsters
Monster Manual
;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"bite"}, reach 5 ft. Hit: 11 (1d12 + 5);{"diceNotation":"1d12+5", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing damage
. Failure: 8 (1d6 + 5);{"diceNotation":"1d6+5", "rollType":"damage", "rollAction":"constrict", "rollDamageType":"Bludgeoning"} Bludgeoning damage. The target has the Grappled condition (escape DC 13), and
Monsters
Monster Manual
(2d4 + 2);{"diceNotation":"2d4+2", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"Slashing"} Slashing damage.
Devour Intellect. Intelligence Saving Throw: DC 12, one creature the
intellect devourer can see within 5 feet. Failure: 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction":"Devour Intellect", "rollDamageType":"Psychic"} Psychic damage, and the target has the
Spells
Player’s Handbook
One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it
. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.
You have a telepathic link with the Charmed target while the two of you are on the same plane of
Monsters
Monster Manual
", "rollType":"to hit", "rollAction":"Rend"}, reach 10 ft. Hit: 16 (2d8 + 7);{"diceNotation":"2d8+7", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage plus 5 (1d10
);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Lightning"} Lightning damage.
Lightning Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge
Monsters
Monster Manual
. Hit: 19 (2d10 + 8);{"diceNotation":"2d10+8", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage plus 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction
":"Rend", "rollDamageType":"Fire"} Fire damage.
Fire Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Fire Breath"}. Dexterity Saving Throw: DC 21, each creature in a
Monsters
Monster Manual
. Hit: 17 (2d10 + 6);{"diceNotation":"2d10+6", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage plus 4 (1d8);{"diceNotation":"1d8", "rollType":"damage", "rollAction
":"Rend", "rollDamageType":"Acid"} Acid damage.
Acid Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Acid Breath"}. Dexterity Saving Throw: DC 18, each creature in an
Spells
Player’s Handbook
You create a simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that
simulacrum can’t gain levels, and it can’t take Short or Long Rests.
If the simulacrum takes damage, the only way to restore its Hit Points is to repair it as you take a Long Rest, during
Monsters
Monster Manual
);{"diceNotation":"2d10+6", "rollType":"damage", "rollAction":"rend", "rollDamageType":"Slashing"} Slashing damage plus 4 (1d8);{"diceNotation":"1d8", "rollType":"damage", "rollAction":"rend
", "rollDamageType":"Fire"} Fire damage.
Fire Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Fire Breath"}. Dexterity Saving Throw: DC 18, each creature in a 60-foot-long, 5
Monsters
Monster Manual
);{"diceNotation":"2d8+8", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage plus 4 (1d8);{"diceNotation":"1d8", "rollType":"damage", "rollAction":"Rend
", "rollDamageType":"Cold"} Cold damage.
Cold Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Cold Breath"}. Constitution Saving Throw: DC 20, each creature in a 60-foot Cone
Monsters
Monster Manual
. Hit: 19 (2d8 + 10);{"diceNotation":"2d8+10", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage plus 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction
":"Rend", "rollDamageType":"Cold"} Cold damage.
Cold Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Cold Breath"}. Constitution Saving Throw: DC 24, each creature
Monsters
Monster Manual
", "rollType":"to hit", "rollAction":"rend"}, reach 15 ft. Hit: 18 (2d8 + 9);{"diceNotation":"2d8+9", "rollType":"damage", "rollAction":"rend", "rollDamageType":"Slashing"} Slashing damage plus 9 (2d8
);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"rend", "rollDamageType":"Lightning"} Lightning damage.
Lightning Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction
Monsters
Monster Manual
. Hit: 19 (2d10 + 8);{"diceNotation":"2d10+8", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage plus 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction
":"Rend", "rollDamageType":"Acid"} Acid damage.
Acid Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Acid Breath"}. Dexterity Saving Throw: DC 22, each creature in an
Magic Items
Dungeon Master’s Guide
damage, and Vulnerability to Bludgeoning damage. It shatters and is destroyed when reduced to 0 Hit Points.
If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can take a
twelve extradimensional cells. A creature that knows the mirror’s nature makes the save with Advantage, and Constructs succeed on the save automatically.
An extradimensional cell is an infinite
Spells
Player’s Handbook
its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Giant Insect
Large Beast, Unaligned
AC 11 + the spell
modifier, reach 10 ft. Hit: 1d6 + 3 plus the spell’s level Piercing damage plus 1d4 Poison damage.
Web Bolt (Spider Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 60
Monsters
Monster Manual
", "rollType":"to hit", "rollAction":"Rend"}, reach 10 ft. Hit: 17 (2d8 + 8);{"diceNotation":"2d8+8", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage plus 4 (1d8
);{"diceNotation":"1d8", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Fire"} Fire damage.
Fire Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Fire Breath
Monsters
Monster Manual
", "rollType":"to hit", "rollAction":"Rend"} to hit, reach 15 ft. Hit: 19 (2d8 + 10);{"diceNotation":"2d8+10", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage plus 9
(2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Fire"} Fire damage.
Fire Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Fire






