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Returning 23 results for 'before bow devising claw regaining'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
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Unusual Nature. The deathlock doesn’t require air, food, drink, or sleep.Multiattack. The deathlock makes two Deathly Claw or Grave Bolt attacks.
Deathly Claw. Melee Weapon Attack: +6
;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Deathly Claw"} to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3);{"diceNotation":"3d6+3", "rollType":"damage", "rollAction":"Deathly Claw
Monsters
Icewind Dale: Rime of the Frostmaiden
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Claw. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4","rollType":"damage
","rollAction":"Claw","rollDamageType":"slashing"} slashing damage plus 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Claw","rollDamageType":"cold"} cold damage. If the target takes any of the
Monsters
Mordenkainen's Fiendish Folio Volume 1
stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned this way.Multiattack. The xill makes four claw attacks.
Claw. Melee weapon attack: +6;{"diceNotation
":"1d20+6","rollType":"to hit","rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4);{"diceNotation":"1d4+4","rollType":"damage","rollAction":"Claw","rollDamageType":"piercing"} piercing
Monsters
Eberron: Rising from the Last War
","rollAction":"Rejuvenation"} days, regaining all her hit points and becoming active again. The new body appears within two hundred miles of the location at which she was destroyed.
Spellcasting. Illmarrow
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Paralyzing Claw. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Paralyzing Claw"} to hit, reach 5 ft., one creature. Hit: 13 (3d6 + 3);{"diceNotation":"3d6+3
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
greed as they undertake expeditions and explorations in competition with rival adventurers. Emerald Claw. Adventures can bring characters into conflict with sinister forces such as the Order of the
Emerald Claw, which seeks to use ancient magic to advance its evil purposes. Lords of Dust. The adventurers might—through accident or deception—release ancient evils into the world. You can replace or
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Scarecrow At harvest time, when death revisits the twilit world and summer’s blossoms bow their withered heads, eerie scarecrows loom in silent vigil over empty fields. With immortal patience, these
, it is indistinguishable from an ordinary, inanimate scarecrow.
Actions
Multiattack. The scarecrow makes two claw attacks.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
area 10) are devising a means of escape using a set of superior mason’s tools hidden there, and that these tools can also weaken the eidolon in the Temple of Moloch (see area 25 in chapter 4). They also
one of Moghadam’s magical passes. In combat, it uses the implements it holds as weapons. Use the statistics for the girallon’s claw attack, but a hammer attack deals bludgeoning damage and a chisel
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, where the “weapon” might be a manufactured item or a natural weapon, such as a claw or tail spike. For more information on different kinds of attacks, see the Player’s Handbook. Creature vs. Target
its ranged attacks. You can assume that a monster has 2d4 pieces of ammunition for a thrown weapon attack, and 2d10 pieces of ammunition for a projectile weapon such as a bow or crossbow.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
manufactured item or a natural weapon, such as a claw or tail spike. Creature vs. Target. The target of a melee or ranged attack is usually either one creature or one target, the difference being that a
be a single melee attack. Ammunition A monster carries enough ammunition to make its ranged attacks. You can assume that a monster has 2d4 pieces of ammunition for a thrown weapon attack, and 2d10 pieces of ammunition for a projectile weapon such as a bow or crossbow.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Deathlock Mastermind Though deathlocks exist to serve their patrons, they retain some freedom when it comes to devising particular tactics and carrying out their plans. Powerful deathlocks recruit
deathlock has advantage on saving throws against any effect that turns undead.
Actions
Deathly Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3 necrotic damage
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned this way.
Actions
Multiattack. The xill makes four
claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
throws against any effect that turns Undead.
Unusual Nature. The deathlock doesn’t require air, food, drink, or sleep.
Actions
Multiattack. The deathlock makes two Deathly Claw or Grave Bolt
attacks.
Deathly Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) necrotic damage.
Grave Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 14 (2d10
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ability to regenerate for the next 24 hours, regaining 5 hit points at the start of each of its turns. If the creature takes acid or fire damage, this trait doesn’t function at the start of its next
damage plus 9 (2d8) cold damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 9 (2d8) cold damage. If the target takes any of the cold damage, the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
undead captain places his boot on the rail along the deck of his creaky galleon and leans over the bow. His disembodied hand perches on his shoulder, and lightning from the cosmic storm flashes
calls “Lefty,” was later animated as a crawling claw. The disembodied hand can play instruments and communicate using simple gestures. If Topolah is in sight, Captain Gargenhale’s posture briefly slumps
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
is the power behind the Order of the Emerald Claw, but her motives for founding the order are buried in her past. Lady Illmarrow has no interest in ruling the living. Rather, she seeks to become Queen
has a more important goal: restoring her dragonmark and unlocking godlike powers. The agents of the Emerald Claw who serve her fight either for the good of Karrnath or for personal gain, but Illmarrow
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
.
Legendary Resistance (3/Day, or 4/Day in Lair). If the sphinx fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The sphinx makes three Claw attacks.
Claw. Melee Attack
following actions. The sphinx regains all expended uses at the start of each of its turns.
Arcane Prowl. The sphinx can teleport up to 30 feet to an unoccupied space it can see, and it makes one Claw
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
(Perception) check identifies them as such. When the devil rolls a 20 on an attack roll with a claw, the target is decapitated. (At your option, the attack can instead deal an extra 6d8 slashing damage.) A
devil’s claws. If removed, the shards lose their magical powers. Local teleportation-field bracelets encircle the devil’s arms and tail. These devices allow the Grand Master to make its claw and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
.
Actions
Multiattack. The gargoyle makes two Claw attacks.
Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Slashing damage.
Gelatinous Cube Large Ooze, Unaligned
AC 6 Initiative −4
. Hit: 7 (1d8 + 3) Piercing damage plus 9 (2d8) Necrotic damage.
Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. If the target is a non-Undead creature, it is subjected to
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
ship’s bow is pointing frantically to the northwest.
A character that takes the Search action and succeeds on a DC 13 Wisdom (Perception) check faintly sees an immense dark shape moving through the
Ashen Spire, and to put an end to Kreffik’s blasphemous trade. Read or paraphrase: Without warning, the clouds surrounding the airship swirl and boil. A terrible claw with talons half the size of a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
perform rites designed to sink ships, cause terrible floods, or summon destructive rainstorms, seeking to make all who live nearby bow to the power of elemental water. Cult lairs usually feature great pools
who feel as he does. Gar bears the elemental weapon Drown. His missing arm has been replaced by an artificial limb in the shape of a crab’s claw. As the leader of Olhydra’s cult, he wields her innate
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the nearby woods. The severed hand is a trickier get but needn’t come from a living humanoid (a dead crawling claw would do). Once the brazier is functioning, the heavy lid can be lifted or pushed
. The sarcophagus also contains the following items: An unstrung bow Six silvered arrowheads A wooden cup with a winged fish etched into the side E9. Second Tomb of the Half-Moon The stone door to this
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
space it can see.
Actions
Multiattack. Belashyrra makes two attacks with its claws and uses its Eye Ray once.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7
legendary actions at the start of its turn.
Claw. Belashyrra makes one claw attack.
Implant Fear (Costs 2 Actions). Belashyrra targets a creature it can see within 60 feet of it. The target must
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
crowns and other finery, while servants bow at their feet. Huge white pillars rise to the ceiling.
Creatures. Two reduced-threat helmed horrors and a reduced-threat flesh golem (see “Reduced-Threat
Thayans avoid), a four-armed gargoyle (as a normal gargoyle with 63 hit points and one extra claw attack, for a total of three attacks, with Multiattack) emerges from a random pillar and attacks. At the






