Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'being bear diffusing creature rely'.
Other Suggestions:
being beast diffusing creature roll
being bead diffusing creature roll
being beam diffusing creature roll
being break diffusing creature roll
being bear diffusing creature read
Magic Items
Dungeon Master’s Guide
Owl
3
Mastiff
4
Goat
5
Giant Goat
6
Giant Boar
7
Lion
8
Brown Bear
Tan Bag of Tricks
1d8
Creature
1
Jackal
2
Ape
3
Baboon
4
Axe Beak
5
Black Bear
6
Giant Weasel
7
Giant Hyena
8
Tiger
the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table that corresponds to the bag’s color. See the Monster Manual for the
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
"}, reach 5 ft. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"Slashing"} Slashing damage. If the target is a Large or smaller creature, it has the Prone condition.
Magic Items
Dungeon Master’s Guide
time the area of effect is Heavily Obscured.
46–50
You cast Lightning Bolt. The Line created by the spell extends from you to the chosen point of origin.
51–55
The creature
–60
A magically formed creature appears in an unoccupied space as close to the chosen point of origin as possible. The creature isn’t under your control, acts as it normally would, and
Magic Items
Dungeon Master’s Guide
apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.
Button 5. The rod transforms into a handheld battering
height above it.
Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target takes an extra
Polar Bear
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +7
Brown Bear
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +6
Black Bear
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +4
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
dragonmarked heirs of House Vadalis, most of whom are human, are more fearsome than their innocuous-seeming house suggests—especially when accompanied by a Giant Boar, Polar Bear, or Rhinoceros .Spur
Magic Items
Forgotten Realms: Adventures in Faerûn
Fly Speed 20 ft. The gyrocopter can bear up to 2,000 pounds of cargo; if it bears any more than this, it deactivates.
Eight spectral cords are mounted to the inside of the cargo bay. A creature riding
in the gyrocopter wonder can take a Utilize action to attach itself to or detach itself from one of these cords. A creature attached to a cord can leap from the gyrocopter wonder and glide, moving up
Magic Items
Forgotten Realms: Adventures in Faerûn
This heavy tome is bound in dragonhide and reinforced with thick bands of cold iron. The original copies were made by wyrmspeakers of the Cult of the Dragon and bear that cult’s symbol on their
)", "rollDamageType":"Necrotic"} damage to you and each assistant. If this damage reduces a creature to 0 Hit Points, the creature is killed and immediately reanimates as a Zombie under the DM’s
Magic Items
Forgotten Realms: Adventures in Faerûn
ft. The gyrocopter can bear up to 2,000 pounds of cargo; if it bears any more than this, it deactivates.
Eight spectral cords are mounted to the inside of the cargo bay. A creature riding in the
gyrocopter wonder can take a Utilize action to attach itself to or detach itself from one of these cords. A creature attached to a cord can leap from the gyrocopter wonder and glide, moving up to 5 feet
Magic Items
Forgotten Realms: Heroes of Faerûn
a successful save, the wonder drops to 1 Hit Point instead.
Wind-Up Operation. The wonder has the Unconscious condition until another creature winds it with the wonder’s unique key for 1
minute. Once wound, the wonder operates for 10 days or until a creature touches the wonder with its key as a Utilize action to deactivate it, after which the wonder has the Unconscious condition until it
Cave Bear
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +7
Monsters
Infernal Machine Rebuild
Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +7
Werebear
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
) checks that rely on smell.Multiattack. In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid.
Bite
Shapechanger. The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size
Owlbear
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Keen Sight and Smell. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.Multiattack. The owlbear makes two attacks: one with its beak and one with its claws.
Beak
. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Beak"} to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5);{"diceNotation":"1d10+5","rollType":"damage","rollAction
Monsters
Keys from the Golden Vault
that rely on smell.Multiattack. In bear form, Eliphas makes two claw attacks. In humanoid form, he makes two greataxe attacks. In hybrid form, he can attack like a bear or a humanoid.
Bite (Bear or
Shapechanger. Eliphas can use his action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into his true form, which is humanoid. His statistics, other than his size and AC
Monsters
Tales from the Yawning Portal
Keen Sight and Smell. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.
Reduced Threat. This creature has -2 penalty on all ability checks and saving
creature. Hit: 10 (1d10 + 5);{"diceNotation":"1d10+5","rollType":"damage","rollAction":"Beak","rollDamageType":"piercing"} piercing damage.
Claws. Melee Weapon Attack: +5;{"diceNotation":"1d20+5
Monsters
Icewind Dale: Rime of the Frostmaiden
Keen Sight and Smell. The snowy owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.Multiattack. The snowy owlbear makes two attacks: one with its beak and one with its
claws.
Beak. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Beak"} to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5);{"diceNotation":"1d10+5","rollType":"damage
Monsters
Icewind Dale: Rime of the Frostmaiden
a creature that prowls the far reaches of Icewind Dale, known as Oyaminartok the Winter Walker. She can take the form of either a polar bear or a hulking, bipedal shape obscured by wind and blowing
Keen Smell. The werebear has advantage on Wisdom (Perception) checks that rely on smell.
Mountain Born. The werebear is acclimated to high altitude, including elevations above 20,000 feet.
Powerful
Circle of the Moon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Player’s Handbook (2014)
they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid.
Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar
over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid’s blood.
Blur
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
Conjure Animals
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
Creature Name
0
Frog, Sea Horse, Baboon, Badger, Bat, Cat, Crab, Deer, Eagle, Giant Fire Beetle, Goat, Hawk, Hyena, Jackal, Lizard, Octopus, Owl, Quipper, Rat, Raven, Scorpion, Spider, Vulture
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
Circle of Power
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly
creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or
Conjure Fey
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within
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
Bag of Tricks
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
Creature
1
Rat
2
Owl
3
Mastiff
4
Goat
5
Giant goat
6
Giant boar
7
Lion
8
Brown bear
Tan Bag of Tricks
d8
Creature
1
to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollAction":"Menacing Blows"} damage when he hits a target with a weapon attack. If the target is a creature, it must succeed on a DC 14 Wisdom saving throw or be frightened until the start of Gunvald's next
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
Giant Bat
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.Bite. Melee Weapon Attack: +4;{"diceNotation
":"1d20+4","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.
Giant Rat
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is
within 5 feet of the creature and the ally isn't incapacitated.Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 4 (1d4
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
attack using the shears, the target takes an extra 1d6 force damage.
Sever Threads. When you hit a creature with the shears, you can cut that creature’s fate. Until the target finishes a long
Beasthide
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Eberron: Rising from the Last War
Stoic and solid, a beasthide shifter draws strength and stability from the beast within. Beasthide shifters are typically tied to the bear or the boar, but this subrace could embody any creature known for its toughness.
Wolf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of
the wolf's allies is within 5 feet of the creature and the ally isn’t incapacitated.Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Bite"} to hit, reach
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollType":"to hit","rollAction":"Shield Bash"} to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4);{"diceNotation":"2d4+4","rollType":"damage","rollAction":"Shield Bash","rollDamageType":"bludgeoning
"} bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.Parry. The chieftain adds 3 to its AC against one melee attack that
Bat
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.Bite. Melee Weapon Attack: +0;{"diceNotation
":"1d20+0","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one creature. Hit: 1 piercing damage.






