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Returning 35 results for 'before blinding drain contact roll'.
Other Suggestions:
before binding dragon contact role
before binding druid contact role
before blending dragon contact role
before blinding domain conduct rule
before blinding domain constant rule
Monsters
Monster Manual
Multiattack. The bandit makes three Dagger attacks.
Dagger. Melee or Ranged Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Dagger"}, reach 5 ft. or range 20/60 ft. Hit
":"Dagger", "rollDamageType":"Poison"} Poison damage.
Blinding Flash (Recharge 4–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Blinding Flash"}. Constitution Saving Throw: DC 14, each
Monsters
Monster Manual
rolls.Life Drain. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Life Drain"}, reach 5 ft. Hit: 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Life Drain
Monsters
Monster Manual
combination. It can replace one attack with a use of Life Drain.
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
Monster Manual
":"damage", "rollAction":"Death Burst", "rollDamageType":"Bludgeoning"} Bludgeoning damage. Success: Half damage.Claw. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Claw
"}, reach 5 ft. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"Slashing"} Slashing damage.
Blinding Breath (Recharge 6);{"diceNotation":"1d6
Monsters
Monster Manual
condition. Wisdom Saving Throw: DC 10, any creature that starts its turn within 20 feet of the mouther while it is babbling. Failure: The target rolls 1d8;{"diceNotation":"1d8", "rollType":"roll
random direction. 7–8. The target makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack.Bite. Melee Attack Roll: +2
Monsters
Monster Manual
Drain. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Life Drain"}, reach 5 ft. Hit: 21 (4d8 + 3);{"diceNotation":"4d8+3", "rollType":"damage", "rollAction":"Life
Drain", "rollDamageType":"Necrotic"} Necrotic damage. If the target is a creature, its Hit Point maximum decreases by an amount equal to the damage taken.
Create Specter. The wraith targets a
Monsters
Monster Manual
the spider knows the location of any other creature in contact with the same web.Bite. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 1
Monsters
Monster Manual
Throw: DC 19, one creature the demilich can see within 120 feet. Failure: The target’s Hit Point maximum decreases by 14 (4d6);{"diceNotation":"4d6", "rollType":"roll", "rollAction":"Energy Drain
its Hit Points in 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Undead Restoration"} days unless a Wish spell is cast on its remains.Multiattack. The demilich makes three Necrotic Burst
Monsters
Monster Manual
ability checks and attack rolls.
Web Walker. The drider ignores movement restrictions caused by webs, and the drider knows the location of any other creature in contact with the same web.Multiattack
. The drider makes three attacks, using Foreleg or Poison Burst in any combination.
Foreleg. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Foreleg"}, reach 10 ft. Hit
Monsters
Monster Manual
it knows the location of any other creature in contact with the same web.Bite. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"} , reach 5 ft. Hit: 7 (1d8 + 3
Monsters
Monster Manual
, without needing to make an ability check.
Web Walker. The spider ignores movement restrictions caused by webs, and the spider knows the location of any other creature in contact with the same
web.Multiattack. The spider makes two Bite attacks.
Bite. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 8 (1d10 + 3);{"diceNotation":"1d10+3
Monsters
Monster Manual
Amphibious. The aboleth can breathe air and water.
Eldritch Restoration. If destroyed, the aboleth gains a new body in 5d10;{"diceNotation":"5d10", "rollType":"roll", "rollAction":"Eldritch
.
Tentacle. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Tentacle"}, reach 15 ft. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5", "rollType":"damage", "rollAction":"Tentacle
Monsters
Monster Manual
, and the ettercap knows the location of any other creature in contact with the same web.Multiattack. The ettercap makes one Bite attack and one Claw attack.
Bite. Melee Attack Roll: +4;{"diceNotation
turn.
Claw. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 7 (2d4 + 2);{"diceNotation":"2d4+2", "rollType":"damage", "rollAction":"Claw
Monsters
Monster Manual
against spells and other magical effects.Multiattack. The solar makes two Flying Sword attacks. It can replace one attack with a use of Slaying Bow.
Flying Sword. Melee or Ranged Attack Roll: +15
each of its turns.
Blinding Gaze. Constitution Saving Throw: DC 25, one creature the solar can see within 120 feet. Failure: The target has the Blinded condition for 1 minute. Failure or Success: The
Monsters
Monster Manual
Amorphous. The pudding can move through a space as narrow as 1 inch without expending extra movement to do so.
Corrosive Form. A creature that hits the pudding with a melee attack roll takes 4 (1d8
any damage. Any nonmagical weapon takes a cumulative −1 penalty to attack rolls immediately after dealing damage to the pudding and coming into contact with it. The weapon is destroyed if the
Monsters
Monster Manual
dealing any damage. Any nonmagical weapon takes a cumulative −1 penalty to attack rolls immediately after dealing damage to the ooze and coming into contact with it. The weapon is destroyed if
Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Pseudopod"}, reach 5 ft. Hit: 10 (2d8 + 1);{"diceNotation":"2d8+1", "rollType":"damage", "rollAction":"Pseudopod", "rollDamageType
Monsters
Monster Manual
the gem is on the same plane of existence as it, the dracolich gains a new body in 1d20;{"diceNotation":"1d20", "rollType":"roll", "rollAction":"Soul Gem"} days, regaining all its Hit Points and
ritual consumes.Multiattack. The dracolich makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Ray of Sickness (level 2 version).
Rend. Melee Attack Roll: +13
Monsters
Forgotten Realms: Adventures in Faerûn
Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 8 (1d8 + 4);{"diceNotation":"1d8+4", "rollType":"damage", "rollAction":"Bite", "rollDamageType
until the grapple ends.Polar serpents are large, white snakes of mist and cold that lurk in snowy places of the world. They pursue warm-blooded prey through snowstorms and fog, wrapping around their victims to drain away their heat.ColdFire
Monsters
Stranger Things: Welcome to the Hellfire Club
knows the location of any other creature in contact with the same web.Bite. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 7 (1d8 + 3
Monsters
Forgotten Realms: Adventures in Faerûn
restrictions caused by webs, and it knows the location of any other creature in contact with the same web.Multiattack. The aranea makes two attacks, using Bite, Slam, or Sling in any combination.
Bite
(Hybrid or Spider Form Only). Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3", "rollType":"damage
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
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
Monsters
Guildmasters’ Guide to Ravnica
of faith
2nd level (3 slots): lesser restoration, scorching ray
3rd level (3 slots): blinding smite, crusader's mantle, revivify
4th level (3 slots): banishment, wall of fire
5th level (1 slot
). When the firefist or one creature it can see within 30 feet of it makes an attack roll, the firefist grants a +10 bonus to that roll.Boros firefists combine potent magic with peerless fighting ability
Shadow
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
, and the target's Strength score is reduced by 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Strength Drain"}. The target dies if this reduces its Strength to 0. Otherwise, the reduction
.
Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.Strength Drain. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit
Dust Mephit (Summoner Variant)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Claws","rollDamageType":"slashing"} slashing damage.
Blinding Breath (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Blinding
Breath"}. The mephit exhales a 15- foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving
Stirge
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
stirge's turns, the target loses 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType":"roll","rollAction":"Blood Drain"} hit points due to blood loss.
The stirge can detach itself by spending 5 feet of its
Blood Drain. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Blood Drain"} to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType
Monsters
Tasha’s Cauldron of Everything
"} necrotic damage, and the target's Strength score is reduced by 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Strength Drain"}. The target dies if this reduces its Strength to 0. Otherwise
action.
Sunlight Weakness. While in sunlight, the reflections has disadvantage on attack rolls, ability checks, and saving throws.Strength Drain. Melee Weapon Attack: +4;{"diceNotation":"1d20+4
Monsters
The Wild Beyond the Witchlight
, and the target's Strength score is reduced by 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Strength Drain"}. The target falls unconscious if this reduces its Strength to 0. Otherwise
.
Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.Strength Drain. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit
Monsters
Mythic Odysseys of Theros
necrotic damage, its Strength score is reduced by 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Strength Drain"}. The target dies if this reduces its Strength to 0. Otherwise, the reduction
. The phylaskia can't be surprised.Multiattack. The phylaskia makes two longsword attacks and uses its Strength Drain once.
Longsword. Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit
Monsters
Waterdeep: Dungeon of the Mad Mage
":"2d6+2","rollType":"damage","rollAction":"Strength Drain","rollDamageType":"necrotic"} necrotic damage, and the target's Strength score is reduced by 1d4;{"diceNotation":"1d4","rollType":"roll
wisp of inky smoke.Strength Drain. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Strength Drain"} to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2);{"diceNotation
magic-items
specimens can augment the magic of the featherfronds, allowing them to generate blinding flashes of light.
Sunstep. When you are in bright light, you can use a bonus action to teleport up to 60 feet
to an unoccupied space you can see that is also in bright light. When you do so, roll a d6. On a 1, you can’t use the Sunstep property again until the next dawn.
magic-items
wear this shroud, you have advantage on Intimidation checks and resistance to radiant damage. The shroud gains the Blinding Flash property and you no longer need to roll a d6 when you use the Sunstep
specimens can augment the magic of the featherfronds, allowing them to generate blinding flashes of light.
Sunstep. When you are in bright light, you can use a bonus action to teleport up to 60 feet
monsters
Wisdom modifier.Multiattack. The dolgaunt makes two Tentacle attacks and two Unarmed Strikes. Up to two Tentacle attacks can be replaced by Vitality Drain.
Tentacle. Melee Attack Roll: +6;{"diceNotation
dolgaunt has two tentacles.
Unarmed Strike. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Unarmed Strike"} to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4
magic-items
specimens can augment the magic of the featherfronds, allowing them to generate blinding flashes of light.
Sunstep. When you are in bright light, you can use a bonus action to teleport up to 60 feet
to an unoccupied space you can see that is also in bright light. When you do so, roll a d6. On a 1, you can’t use the Sunstep property again until the next dawn.
Rare variant: While you wear
magic-items
specimens can augment the magic of the featherfronds, allowing them to generate blinding flashes of light.
Sunstep. When you are in bright light, you can use a bonus action to teleport up to 60 feet
to an unoccupied space you can see that is also in bright light. When you do so, roll a d6. On a 1, you can’t use the Sunstep property again until the next dawn.