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Returning 35 results for 'beasts being damage contains returns'.
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beast being damage container returns
beast being damage contained returns
beams being damage container returns
blast being damage container returns
blasts being damage container returns
Monsters
Monster Manual
+4", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing damage.
Deadly Leap. The bulette spends 5 feet of movement to jump to a space within 15 feet that contains one or
more Large or smaller creatures. Dexterity Saving Throw: DC 15, each creature in the bulette’s destination space. Failure: 19 (3d12);{"diceNotation":"3d12", "rollType":"damage", "rollAction
Monsters
Monster Manual
Magic Resistance. The dryad has Advantage on saving throws against spells and other magical effects.
Speak with Beasts and Plants. The dryad can communicate with Beasts and Plants as if they shared
":"to hit", "rollAction":"Vine Lash"}, reach 10 ft. Hit: 8 (1d8 + 4);{"diceNotation":"1d8+4", "rollType":"damage", "rollAction":"Vine Lash", "rollDamageType":"Slashing"} Slashing damage.
Thorn Burst
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
creature becomes Indifferent about creatures of your choice that it’s Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature’s attitude returns to normal.
Monsters
Monster Manual
", "rollAction":"Clockwork Blade", "rollDamageType":"Force"} Force damage. Hit or Miss: The blade magically returns to the modron’s hand immediately after a ranged attack.
or Ranged Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Clockwork Blade"}, reach 5 ft. or range 30 ft. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1", "rollType":"damage
Spells
Player’s Handbook
much damage on a successful one.
The weapon or ammunition then returns to its normal form.
Using a Higher-Level Spell Slot. The damage for both effects of the spell increases by 1d8 for each spell slot level above 3.
As your attack hits or misses the target, the weapon or ammunition you’re using transforms into a lightning bolt. Instead of taking any damage or other effects from the attack, the target takes
Spells
Player’s Handbook
it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.
Enlarge. The target’s size increases by one
deal an extra 1d4 damage on a hit.
Reduce. The target’s size decreases by one category—from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength
Monsters
Monster Manual
", "rollAction":"Ocean Spear", "rollDamageType":"Cold"} Cold damage. If the target is a creature, its Speed decreases by 10 feet until the end of its next turn. Hit or Miss: The spear magically returns to the merfolk’s hand immediately after a ranged attack.
ft. Hit: 3 (1d6);{"diceNotation":"1d6", "rollType":"damage", "rollAction":"Ocean Spear", "rollDamageType":"Piercing"} Piercing damage plus 2 (1d4);{"diceNotation":"1d4", "rollType":"damage
Monsters
Monster Manual
", "rollAction":"Clockwork Spear", "rollDamageType":"Force"} Force damage. Hit or Miss: The spear magically returns to the modron’s hand immediately after a ranged attack.
or Ranged Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Clockwork Spear"}, reach 5 ft. or range 120 ft. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1", "rollType":"damage
Magic Items
Dungeon Master’s Guide
, after which it returns to the bottle, and a new stopper contains it. The stopper can’t be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle
Magic Items
Dungeon Master’s Guide
This heavy cloth bag contains 3d4 dry beans when found. The bag weighs half a pound regardless of how many beans it contains and becomes a nonmagical item when it no longer contains any beans.
If
, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one.
If you remove a bean from the bag, plant it in dirt or sand, and then water
Monsters
Monster Manual
(1d8 + 3);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing damage—or 12 (2d8 + 3);{"diceNotation":"2d8+3", "rollType":"damage
", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing damage if the target is Grappled by the mimic—plus 4 (1d8);{"diceNotation":"1d8", "rollType":"damage", "rollAction":"Bite", "rollDamageType
Monsters
Monster Manual
(1d12 + 5);{"diceNotation":"1d12+5", "rollType":"damage", "rollAction":"Chaos Blade", "rollDamageType":"Slashing"} Slashing damage plus 10 (3d6);{"diceNotation":"3d6", "rollType":"damage
", "rollAction":"Chaos Blade", "rollDamageType":"Necrotic"} Necrotic damage. Until the start of the slaad’s next turn, the target has a condition determined by rolling 1d4;{"diceNotation":"1d4", "rollType
Monsters
Monster Manual
: 12 (2d8 + 3);{"diceNotation":"2d8+3", "rollType":"damage", "rollAction":"Poison Burst", "rollDamageType":"Poison"} Poison damage.
Constrict. Strength Saving Throw: DC 13, one Medium or smaller
creature within 5 feet. Failure: 21 (4d8 + 3);{"diceNotation":"4d8+3", "rollType":"damage", "rollAction":"Constrict", "rollDamageType":"Bludgeoning"} Bludgeoning damage. The target has the Grappled condition
Monsters
Monster Manual
", "rollAction":"Shadow Blade", "rollDamageType":"Necrotic"} Necrotic damage. Hit or Miss: The blade magically returns to the kenku’s hand immediately after a ranged attack.Eldritch Lantern (Recharge 4
. Melee or Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Shadow Blade"}, reach 5 ft. or range 60 ft. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3", "rollType":"damage
Monsters
Monster Manual
":"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
Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Slam"}, reach 5 ft. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2", "rollType":"damage", "rollAction":"Slam", "rollDamageType
Monsters
Monster Manual
"}, reach 5 ft. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage, and the target has the Poisoned condition until the start
.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.PoisonCold, Fire, Lightning
Monsters
Monster Manual
":"damage", "rollAction":"Wind Javelin", "rollDamageType":"Thunder"} Thunder damage. Hit or Miss: The javelin magically returns to the aarakocra’s hand immediately after a ranged attack.
Talons. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Talons"}, reach 5 ft. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2", "rollType":"damage", "rollAction":"Talons
Monsters
Monster Manual
;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Mercurial Axe"}, reach 10 ft. or range 30/90 ft. Hit: 18 (2d12 + 5);{"diceNotation":"2d12+5", "rollType":"damage", "rollAction":"Mercurial Axe
", "rollDamageType":"Slashing"} Slashing damage plus 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Mercurial Axe", "rollDamageType":"Force"} Force damage. Hit or Miss: The axe
Monsters
Monster Manual
"}, reach 5 ft. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3", "rollType":"damage", "rollAction":"Sting", "rollDamageType":"Piercing"} Piercing damage plus 7 (2d6);{"diceNotation":"2d6", "rollType":"damage
", "rollAction":"Sting", "rollDamageType":"Poison"} Poison damage.
Invisibility. The imp casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.
Shape
Monsters
Monster Manual
Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 12 (2d8 + 3);{"diceNotation":"2d8+3", "rollType":"damage", "rollAction":"Bite", "rollDamageType
":"Piercing"} Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target is cursed. If the cursed target drops to 0 Hit Points
Monsters
Monster Manual
":"damage", "rollAction":"Flame Trident", "rollDamageType":"Fire"} Fire damage. Hit or Miss: The trident magically returns to the salamander’s hand immediately after a ranged attack.
Inferno
":"3d6", "rollType":"damage", "rollAction":"Fire Aura", "rollDamageType":"Fire"} Fire damage.
Magic Resistance. The salamander has Advantage on saving throws against spells and other magical
Monsters
Monster Manual
;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 12 (2d8 + 3);{"diceNotation":"2d8+3", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing
damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 13. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead
Magic Items
Dungeon Master’s Guide
This small packet contains 1d6 + 4 pinches of dust. As a Utilize action, you can sprinkle a pinch of the dust over water, turning up to a 15-foot Cube of water into one marble-sized pellet, which
composed mostly of water (such as a Water Elemental or a Water Weird). Such a creature exposed to a pinch of the dust makes a DC 13 Constitution saving throw, taking 10d6 Necrotic damage on a failed save or half as much damage on a successful one.
Monsters
Monster Manual
+3", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing damage plus 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Poison
"} Poison damage.
Poison Ray (Yuan-ti Form Only). Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Poison Ray"}, range 120 ft. Hit: 12 (2d8 + 3);{"diceNotation":"2d8+3
Monsters
Monster Manual
looks different but uses the same stat block and returns with all its Hit Points.Multiattack. The revenant makes two Object Slam attacks and uses Invitation.
Object Slam. Melee or Ranged Attack Roll
);{"diceNotation":"5d8+5", "rollType":"damage", "rollAction":"Object Slam", "rollDamageType":"Bludgeoning"} Bludgeoning damage.
Invitation. Charisma Saving Throw: DC 17, each creature in a 60-foot Cone
Monsters
Monster Manual
with a use of Spellcasting.
Claw. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Claw"}, reach 10 ft. Hit: 10 (1d12 + 4);{"diceNotation":"1d12+4", "rollType":"damage
", "rollAction":"Claw", "rollDamageType":"Slashing"} Slashing damage plus 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"Necrotic"} Necrotic damage
Monsters
Monster Manual
Fiendish Restoration. If it dies, the naga returns to life in 1d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Fiendish Restoration"} days and regains all its Hit Points. Only a Wish spell
hit", "rollAction":"Bite"}, reach 10 ft. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing damage plus 14 (4d6);{"diceNotation
Monsters
Monster Manual
of existence; it now looks different but uses the same stat block and returns with all its Hit Points.Multiattack. The revenant makes two Suffocate attacks.
Suffocate. Melee Attack Roll: +8
;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Suffocate"}, reach 10 ft. Hit: 10 (1d10 + 5);{"diceNotation":"1d10+5", "rollType":"damage", "rollAction":"Suffocate", "rollDamageType":"Bludgeoning
Monsters
Monster Manual
(1d10 + 4);{"diceNotation":"1d10+4", "rollType":"damage", "rollAction":"Chaos Claw", "rollDamageType":"Slashing"} Slashing damage plus 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction
":"Chaos Claw", "rollDamageType":"Necrotic"} Necrotic damage. Until the start of the slaad’s next turn, the target has a condition determined by rolling 1d4;{"diceNotation":"1d4", "rollType":"roll
Monsters
Monster Manual
if available.
Bite. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"}, reach 10 ft. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction
":"Bite", "rollDamageType":"Piercing"} Piercing damage plus 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Poison"} Poison damage.
Spellcasting (Yuan-ti Form
Monsters
Monster Manual
ft. or range 60 ft. Hit: 8 (1d8 + 4);{"diceNotation":"1d8+4", "rollType":"damage", "rollAction":"Chaos Staff", "rollDamageType":"Force"} Force damage. Until the start of the slaad’s next turn
Thoughts, Mage Hand1/Day Each: Fireball, Invisibility (self only)Acid, Cold, Fire, Lightning, ThunderShape-Shift. The slaad shape-shifting;shape-shifts into a Small or Medium Humanoid, or it returns to
Monsters
Monster Manual
damage. Hit or Miss: The spear magically returns to the salamander’s hand immediately after a ranged attack.
Constrict. Strength Saving Throw: DC 15, one Large or smaller creature the
", "rollType":"damage", "rollAction":"Fire Aura", "rollDamageType":"Fire"} Fire damage.Multiattack. The salamander makes two Flame Spear attacks. It can replace one attack with a use of Constrict
Monsters
Monster Manual
Celestial Restoration. If the naga dies, it returns to life in 1d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Celestial Restoration"} days and regains all its Hit Points unless Dispel
", "rollType":"to hit", "rollAction":"Bite"}, reach 10 ft. Hit: 17 (2d12 + 4);{"diceNotation":"2d12+4", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing damage plus 22 (4d10
Monsters
Monster Manual
;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 17 (2d12 + 4);{"diceNotation":"2d12+4", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing
damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 14. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead






