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Returning 35 results for 'before bear direct continues roll'.
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Monsters
Monster Manual
Multiattack. The werebear makes two attacks, using Handaxe or Rend in any combination. It can replace one attack with a Bite attack.
Bite (Bear or Hybrid Form Only). Melee Attack Roll: +7
", "rollDamageType":"Slashing"} Slashing damage.
Rend (Bear or Hybrid Form Only). Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Rend"}, reach 5 ft. Hit: 13 (2d8
Monsters
Monster Manual
Multiattack. The bear makes two Rend attacks.
Rend. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Rend"}, reach 5 ft. Hit: 9 (1d8 + 5);{"diceNotation":"1d8+5", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage.Cold
Monsters
Monster Manual
Multiattack. The bear makes two Rend attacks.
Rend. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Rend"}, reach 5 ft. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage.
Monsters
Monster Manual
Multiattack. The bear makes one Bite attack and one Claw attack.
Bite. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 7 (1d8 + 3
);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing damage.
Claw. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Claw
Magic Items
Dungeon Master’s Guide
This rod ends in three rubbery tentacles. While holding the rod, you can take a Magic action to direct the tentacles to stretch outward, each one attacking a creature you can see within 15 feet of
yourself. For each tentacle, make a melee attack roll with a +9 bonus. A tentacle deals 1d6 Psychic damage on a hit. If you hit the same target with all three tentacles, the target must succeed on a DC
Monsters
Monster Manual
turn Bloodied, roll 1d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"berserk"}. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it
can see. If no creature is near enough to move to and attack, the golem attacks an object. Once the golem goes berserk, it continues to be berserk until it is destroyed or it is no longer Bloodied
Spells
Player’s Handbook
level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Monsters
Monster Manual
Claw. Melee Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 6 (2d4 + 1);{"diceNotation":"2d4+1", "rollType":"damage", "rollAction":"Claw
the most direct route, trying to get within 5 feet of the harpy. It doesn’t avoid opportunity attack;Opportunity Attacks; however, before moving into damaging terrain (such as lava or a pit) and
Magic Items
Dungeon Master’s Guide
origin. Roll 1d4 to determine the target’s new form. On a 1, the new form is a Black Bear; on a 2, the new form is a Giant Wasp; on a 3–4, the new form is a Frog.
98–00
The
charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed.
Wand of Wonder Effects
1d100
Effect
01–20
You cast
Spells
Player’s Handbook
directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain. The water continues to move in the direction you
Spells
Forgotten Realms: Heroes of Faerûn
for each spell slot level above 1. You can direct the blasts at the same target or at different ones. Make a separate attack roll for each blast.
You unleash a blast of brilliant fire. Make a ranged spell attack against a target within range; a target gains no benefit from Half Cover or Three-Quarters Cover for this attack roll. On a hit, the
Monsters
Heroes of the Borderlands
combination. It can replace one attack with a use of Drink Life.
Necrotic Sword. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Necrotic Sword"}, reach 5 ft. Hit: 6 (1d8 + 2
":"Necrotic Sword", "rollDamageType":"Necrotic"} Necrotic damage.
Necrotic Bow. Ranged Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Necrotic Bow"}, range 150/600 ft. Hit: 6
Monsters
Netheril’s Fall
(A) a Vicious Stinger attack or (B) a use of Spellcasting to cast Command (level 3 version).
Mind Lash. Melee or Ranged Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction
Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Vicious Stinger"}, reach 5 ft. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4", "rollType":"damage", "rollAction":"Vicious Stinger
Monsters
Eberron: Forge of the Artificer
Pack Tactics. The heir has Advantage on an attack roll against a creature if at least one of the heir’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated
condition.Multiattack. The heir makes four attacks, using Scimitar or Lunar Wisp in any combination.
Scimitar. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction
Monsters
Forgotten Realms: Adventures in Faerûn
. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Scimitar"}, reach 5 ft. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4", "rollType":"damage", "rollAction":"Scimitar
", "rollDamageType":"Slashing"} Slashing damage.
Clockwork Crossbow. Ranged Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Clockwork Crossbow"}, range 80/320 ft. Hit: 8 (1d8 + 4
Monsters
Forgotten Realms: Adventures in Faerûn
. The nimblewright makes four attacks, using Halting Slam or Radiant Ray in any combination.
Halting Slam. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Halting Slam
reduced to 0 until the end of its next turn.
Radiant Ray. Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Radiant Ray"}, range 60 ft. Hit: 14 (4d6);{"diceNotation
Monsters
Forgotten Realms: Adventures in Faerûn
damage if it fails, provided it doesn’t have the Incapacitated condition.Hooves. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Hooves"}, reach 5 ft. Hit: 7
takes and become stubborn about following them.
Nimblewrights
Nimblewrights are fabricated from durable wood and animated by magic and clockwork gears. Some nimblewrights bear metal plates to
Monsters
Forgotten Realms: Adventures in Faerûn
to dust. After 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Soul Gem"} days, he appears in the space of his soul gem, using the Sammaster (Dracolich Form) stat block. The gem is a
three attacks, using Corrosive Burst or Paralyzing Touch in any combination. He can replace two attacks with a use of Spellcasting.
Corrosive Burst. Melee or Ranged Attack Roll: +13;{"diceNotation
Monsters
Forgotten Realms: Adventures in Faerûn
inches long, it re-forms from that piece of chardalyn in 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Next of the Seven"} days, regaining all its Hit Points. The new body appears in the
in any combination. It can replace two attacks with a use of Spellcasting.
Slam. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Slam"}, reach 10 ft. Hit: 12 (3d4
Monsters
Forgotten Realms: Adventures in Faerûn
until he is reduced to 0 Hit Points. If Sammaster is reduced to 0 Hit Points, his dracolich form dissolves to dust. After 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Soul Gem"} days
attacks. He can replace one attack with a use of Spellcasting to cast Blight or Ray of Sickness (level 6 version).
Rend. Melee Attack Roll: +14;{"diceNotation":"1d20+14", "rollType":"to hit
Shrieker
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Shriek"} of the shrieker's turns afterward.
Eldritch Blast
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Monsters
Icewind Dale: Rime of the Frostmaiden
golems bear weaknesses inherent in their materials or the power of the elemental spirit bound within them, iron golems were designed to be nearly invulnerable. Their iron bodies imprison the spirits
. If the golem is left without instructions or is incapacitated, it continues to follow its last orders to the best of its ability. When it can't fulfill its orders, a golem might react violently — or
Conjure Animals
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own
Badger, Giant Bat, Giant Centipede, Giant Frog, Giant Lizard, Giant Owl, Giant Poisonous Snake, Giant Wolf Spider, Panther, Riding Horse, Wolf
1/2
Ape, Black Bear, Crocodile, Giant Goat, Giant
Tentacle Rod
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet
of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution
Conjure Fey
Legacy
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Spells
Basic Rules (2014)
range. The fey creature disappears when it drops to 0 hit points or when the spell ends.
The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which
1/2
Ape, Black Bear, Crocodile, Giant Goat, Giant Sea Horse, Giant Wasp, Reef Shark, Satyr,Warhorse
1
Brown Bear, Dire Wolf, Dryad, Giant Eagle, Giant Hyena, Giant Octopus, Giant Spider, Giant
Clay Golem
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
turn with 60 hit points or fewer, roll a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Berserk"}. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the
continues to do so until it is destroyed or regains all its hit points.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on
Monsters
Icewind Dale: Rime of the Frostmaiden
polymorph into a Large bear–humanoid hybrid or into a Large polar bear, or back into its goliath form. Its statistics, other than its size and AC, 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.Multiattack. The werebear makes two melee attacks.
Bite (Bear or Hybrid Form Only). Melee Weapon Attack: +8
Monsters
Icewind Dale: Rime of the Frostmaiden
Indomitable (3/Day). Gunvald can reroll a saving throw he fails. He must use the new roll.
Menacing Blows (1/Turn). Gunvald deals an extra 6 (1d12);{"diceNotation":"1d12","rollType":"roll
Bear King cuts an impressive figure and is renowned for his size and strength. He tries to be honorable, but he is often merciless and doesn't change his mind easily. He has trouble relating to Ten
Magic Items
Lost Laboratory of Kwalish
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack’s normal effects. On a
failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into.
d20
New
Flesh Golem
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Berserk. Whenever the golem starts its turn with 40 hit points or fewer, roll a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Berserk"}. On a 6, the golem goes berserk. On each of its
. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.
The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking
Monsters
Tales from the Yawning Portal
turn with 60 hit points or fewer, roll a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Berserk"}. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the
continues to do so until it is destroyed or regains all its hit points.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on
Magic Items
The Book of Many Things
This crossbow is crafted from blackened wood, and its limbs bear pearl inlays depicting constellations. You ignore the loading property with this crossbow. If you load no ammunition in the weapon, it
constellations to invoke it, expending 1 charge and producing one of the following effects:
Balance. The next time you hit a creature with a ranged attack roll using this crossbow before the end of your next
Magic Items
The Book of Many Things
The blades of these pruning shears bear many nicks and dents but still cut cleanly. The shears function as a magic dagger. The weapon has the following properties:
Ever Sharp. When you hit with an
rest, attack rolls against it score a critical hit on a roll of 19 or 20 on the d20. Once this property is used, it can’t be used again until the next dawn.
Monsters
Candlekeep Mysteries
Berserk. Whenever the golem starts its turn with 40 hit points or fewer, roll a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Berserk"}. On a 6, the golem goes berserk. On each of its
. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.
The golem’s creator, if within 60 feet of the berserk golem, can try to calm it by






