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Returning 35 results for 'before blade darting core response'.
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Monsters
Monster Manual
Blade attacks and uses Constrict.
Pact Blade. Melee Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Pact Blade"}, reach 5 ft. Hit: 10 (1d10 + 5);{"diceNotation":"1d10
+5", "rollType":"damage", "rollAction":"Pact Blade", "rollDamageType":"Slashing"} Slashing damage plus 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Pact Blade", "rollDamageType
Monsters
Monster Manual
-foot Emanation originating from it have Advantage on attack rolls and saving throws. It can’t use this trait if it has the Incapacitated condition.Multiattack. The aspirant makes three Dread Blade
attacks.
Dread Blade. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Dread Blade"}, reach 5 ft. Hit: 14 (2d8 + 5);{"diceNotation":"2d8+5", "rollType":"damage
Monsters
Monster Manual
three Dread Blade attacks.
Dread Blade. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Dread Blade"}, reach 5 ft. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5
", "rollType":"damage", "rollAction":"Dread Blade", "rollDamageType":"Slashing"} Slashing damage plus 13 (3d8);{"diceNotation":"3d8", "rollType":"damage", "rollAction":"Dread Blade", "rollDamageType
Monsters
Eberron: Forge of the Artificer
Hustle. The underboss can move through the space of any creature that is of a larger size, but it can’t stop there.Multiattack. The underboss makes three attacks, using Poisoned Blade or Arcane
Firearm in any combination.
Poisoned Blade. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Poisoned Blade"}, reach 5 ft. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4
Classes
Sword Coast Adventurer's Guide
You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a
performance. Duelists and pirates typically belong to this archetype.
A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.
Monsters
Lost Laboratory of Kwalish
Unarmored Defense. While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
West Wind is armed with a longsword that is a blade of the medusa.Multiattack. The
damage.
Blade of the Medusa. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Blade of the Medusa"} to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3);{"diceNotation":"1d8
Monsters
Lost Laboratory of Kwalish
.
Polymorph Blade. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Polymorph Blade"} to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3","rollType
":"damage","rollAction":"Polymorph Blade","rollDamageType":"piercing"} piercing damage. If East Wind rolls a 20 on the attack roll, the target must succeed on a DC 15 Wisdom saving throw or suffer the
Classes
Sword Coast Adventurer's Guide
You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a
performance. Duelists and pirates typically belong to this archetype.
A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.
Swashbuckler
Lizardfolk
Legacy
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Species
Volo's Guide to Monsters
plans, or cultivating other methods to progress beyond their simple existence as hunters and gatherers.
Hapless Soft Ones
At their core, lizardfolk view other humanoids with an indifference verging on
, if other creatures prove useful to lizardfolk, those creatures can trigger a protective response made all the stronger by their apparent weakness. The lizardfolk assess such beings as hatchlings
Monsters
Van Richten’s Guide to Ravenloft
it is immune to poison and psychic damage. It has 15 hit points, but it regains all its hit points at the end of every combatant’s turn.Multiattack. The priest attacks twice.
Soul Blade. Melee
Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Soul Blade"} to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2);{"diceNotation":"2d4+2","rollType":"damage","rollAction
Monsters
Van Richten’s Guide to Ravenloft
it regains all its hit points at the end of every combatant’s turn.Multiattack. The priest attacks twice.
Soul Blade. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit
","rollAction":"Soul Blade"} to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2);{"diceNotation":"2d4+2","rollType":"damage","rollAction":"Soul Blade","rollDamageType":"piercing"} piercing damage, and if the
Monsters
Van Richten’s Guide to Ravenloft
and psychic damage. It has 15 hit points, but it regains all its hit points at the end of every combatant’s turn.Multiattack. The priest attacks twice.
Soul Blade. Melee Weapon Attack: +5
;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Soul Blade"} to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2);{"diceNotation":"2d4+2","rollType":"damage","rollAction":"Soul Blade
Monsters
Van Richten’s Guide to Ravenloft
15, and it is immune to poison and psychic damage. It has 15 hit points, but it regains all its hit points at the end of every combatant’s turn.Multiattack. The priest attacks twice.
Soul Blade
. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Soul Blade"} to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2);{"diceNotation":"2d4+2","rollType":"damage
Monsters
Van Richten’s Guide to Ravenloft
points, but it regains all its hit points at the end of every combatant’s turn.Multiattack. The priest attacks twice.
Soul Blade. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to
hit","rollAction":"Soul Blade"} to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2);{"diceNotation":"2d4+2","rollType":"damage","rollAction":"Soul Blade","rollDamageType":"piercing"} piercing damage, and
Monsters
Van Richten’s Guide to Ravenloft
turn.Multiattack. The priest attacks twice.
Soul Blade. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Soul Blade"} to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2
);{"diceNotation":"2d4+2","rollType":"damage","rollAction":"Soul Blade","rollDamageType":"piercing"} piercing damage, and if the target is a creature, it is paralyzed until the start of the priest’s
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Hapless Soft Ones At their core, lizardfolk view other humanoids with an indifference verging on pity. Born into the world lacking stout scales and sharp teeth, it’s a wonder they have managed to
survive for so long. The typical human would barely make it through a day in the swamps. Still, if other creatures prove useful to lizardfolk, those creatures can trigger a protective response made all
Compendium
- Sources->Dungeons & Dragons->Monster Manual
on every turn of combat.
Actions
Multiattack. The marilith makes six Pact Blade attacks and uses Constrict.
Pact Blade. Melee Attack Roll: +10, reach 5 ft. Hit: 10 (1d10 + 5) Slashing damage
it can see.
Reactions
Parry. Trigger: The marilith is hit by a melee attack roll while holding a weapon. Response: The marilith adds 5 to its AC against that attack, possibly causing it to miss.
Justin Gerard
Compendium
- Sources->Dungeons & Dragons->Monster Manual
. The aspirant makes three Dread Blade attacks.
Dread Blade. Melee Attack Roll: +9, reach 5 ft. Hit: 14 (2d8 + 5) Slashing damage plus 10 (3d6) Necrotic damage.
Hellfire Orb (Recharge 5–6
(Necrotic), Dispel Magic
Reactions
Parry. Trigger: The aspirant is hit by a melee attack roll while holding a weapon. Response: The aspirant adds 4 to its AC against that attack, possibly causing it to miss.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Swashbuckler You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks
almost like a performance. Duelists and pirates typically belong to this archetype. A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Blade Bazaar This marketplace is named after the most abundant goods the duergar offer, but the shops here sell almost everything available in the city, along with stalls set up by visiting merchants
unload some of the treasures they might be carrying. Nonmagical weapons, armor, and shields can be purchased in the Blade Bazaar. Merchant Madness Characters who look around the bazaar notice a number of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Swashbuckler You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks
almost like a performance. Duelists and pirates typically belong to this archetype. A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
of the Sea of Moving Ice, the prison is a single-story structure topped with battlements. Rising from the core of the panopticon is a tower that holds the prison’s administrative offices and guard
barracks. Both the prison and the tower are carved from a tall, blade-shaped rock that rises high above the sea cliffs. This rock, called the Windbreak, shields the tower against the brutal winds that
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
of the Sea of Moving Ice, the prison is a single-story structure topped with battlements. Rising from the core of the panopticon is a tower that holds the prison’s administrative offices and guard
barracks. Both the prison and the tower are carved from a tall, blade-shaped rock that rises high above the sea cliffs. This rock, called the Windbreak, shields the tower against the brutal winds that
Compendium
- Sources->Dungeons & Dragons->Monster Manual
three Dread Blade attacks.
Dread Blade. Melee Attack Roll: +11, reach 5 ft. Hit: 12 (2d6 + 5) Slashing damage plus 13 (3d8) Necrotic damage.
Hellfire Orb (Recharge 5–6). Dexterity Saving Throw: DC
/Day Each: Destructive Wave (Necrotic), Dispel Magic
Reactions
Parry. Trigger: The death knight is hit by a melee attack roll while holding a weapon. Response: The death knight adds 6 to its AC
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
lilacs growing along the riverbank and silver fish darting in startlingly clear water, it is abandoned by Setessa and favored by travelers as a resting point on the road before coming under the eaves of
the forest. Myth of Nikaia the First Caryatid
A Setessan archer named Nikaia claimed that she could outshoot anyone, even Nylea. Word of this unwise boast spread, and in response Nylea appeared at
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of the Sea of Moving Ice, the prison is a single-story structure topped with battlements. Rising from the core of the panopticon is a tower that holds the prison’s administrative offices and guard
barracks. Both the prison and the tower are carved out of a tall, blade-shaped rock that rises high above the sea cliffs. This rock, called the Windbreak, shields the tower against the brutal winds that
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Step, using the same spellcasting ability as Spellcasting.
Reactions
Protective Magic (3/Day). The mage casts Counterspell or Shield in response to the spell’s trigger, using the same
Magic (3/Day). The archmage casts Counterspell or Shield in response to the spell’s trigger, using the same spellcasting ability as Spellcasting.
Magmin Small Elemental, Chaotic Neutral
AC 14
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
the space of any creature that is of a larger size, but it can’t stop there.
Actions
Multiattack. The underboss makes three attacks, using Poisoned Blade or Arcane Firearm in any combination
.
Poisoned Blade. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage plus 7 (2d6) Poison damage, and the target has the Poisoned condition until the start of the underboss’s next turn
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Introduction: Multiversal Menagerie “Morte. A self-professed ‘famous’ planar traveler who often poses as a mimir to–”
–Partial mimir response on the subject “Morte”
CoupleofKooks “Whoa, hey
wyrmling Dragon 6 Doomguard rot blade* Humanoid 6 Eater of knowledge Aberration 6 Equinal guardinal Celestial 7 Githzerai uniter Aberration 7 Mercykiller bloodhound* Humanoid 8 Decaton modron Celestial 8
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Landro, Glaive relishes the opportunity to destroy these “meddlesome interlopers,” as she calls them. Glaive is accompanied by two blade scouts (see appendix A) named Rack and Crunch. The three blades
. Glaive’s speed increases to 50 feet. Reactions
Self-Preservation. In response to being hit by a weapon attack, Glaive reduces the damage by 11 (2d10).
Claudio Pozas Glaive
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
particularly stout dwarf wearing a helm shaped like a boar’s head. He says the gemstone is a spherical emerald roughly three inches in diameter, with a small imperfection in its core shaped vaguely like
characters negotiate for more than Jalester’s goodwill, they’re also promised a luck blade with no wishes remaining. Jalester neglects to mention, however, that this weapon belongs to Mirt the Moneylender
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
saving throws against spells and other magical effects.
Actions
Multiattack. The high fae makes two Fae Blade attacks and uses Vexing Prank once.
Fae Blade. Melee Weapon Attack: +9 to hit
succeed on a DC 18 Dexterity saving throw or have the prone condition.
Bonus Actions
Darting Flight. The high fae moves up to its speed. This movement doesn’t provoke opportunity attacks
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Blade or Hurl Flame in any combination.
Heated Blade. Melee Attack Roll: +10, reach 5 ft. Hit: 13 (2d6 + 6) Slashing damage plus 13 (2d12) Fire damage.
Hurl Flame. Ranged Attack Roll: +8, range 120 ft
melee attack roll while holding a weapon. Response: The erinyes adds 4 to its AC against that attack, possibly causing it to miss.
Ettercap Medium Monstrosity, Neutral Evil
AC 13 Initiative +2 (12
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Smackback. Trigger: The raider takes damage from a creature within 5 feet. Response: The raider makes one Pummel attack, targeting the triggering creature.
Goals of the Dreaming Dark Building from
Multiattack. The infiltrator makes three Mind Blade attacks.
Mind Blade. Melee or Ranged Attack Roll: +7, reach 5 ft. or range 30 ft. Hit: 14 (3d6 + 4) Psychic damage.
Spellcasting. The infiltrator casts
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
include the following details:
A core philosophy centered on an assumption or fundamental truth about the multiverse or its workings
A building that serves as the faction’s headquarters in the
cranium rat skull with colored glass beads in its eye sockets 3 Torn parchment with half a rebus painted on it 4 Bracelet of twisted razorvine stems 5 Fragment of a bronze blade covered in verdigris 6 Broken holy symbol of a forgotten god






