Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'being beast damage construct repeats'.
Other Suggestions:
being beast damage construct repeat
being beast damage constructs repeats
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The bonus increases to +3 when you use the weapon to attack a Construct.
When you roll a 20 on an attack roll made
with this weapon, the target takes an extra 7 Bludgeoning damage, or 14 Bludgeoning damage if it’s a Construct. If a Construct has 25 Hit Points or fewer after taking this damage, it is destroyed.
Monsters
Monster Manual
Pacifying Spores.
Slam. Melee Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Slam"}, reach 5 ft. Hit: 6 (2d4 + 1);{"diceNotation":"2d4+1", "rollType":"damage
", "rollAction":"Slam", "rollDamageType":"Bludgeoning"} Bludgeoning damage plus 5 (2d4);{"diceNotation":"2d4", "rollType":"damage", "rollAction":"Slam", "rollDamageType":"Poison"} Poison damage.
Animating
Magic Items
Dungeon Master’s Guide
.
Cube of Summoning
1d6
Spell
1
Summon Aberration
2
Summon Beast
3
Summon Construct
4
Summon Dragon
5
Summon Elemental
6
Summon Fey
Monsters
Monster Manual
);{"diceNotation":"2d8+8", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage plus 4 (1d8);{"diceNotation":"1d8", "rollType":"damage", "rollAction":"Rend
", "rollDamageType":"Cold"} Cold damage.
Cold Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Cold Breath"}. Constitution Saving Throw: DC 20, each creature in a 60-foot Cone
Monsters
Monster Manual
. Hit: 19 (2d8 + 10);{"diceNotation":"2d8+10", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage plus 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction
":"Rend", "rollDamageType":"Cold"} Cold damage.
Cold Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Cold Breath"}. Constitution Saving Throw: DC 24, each creature
Magic Items
Dungeon Master’s Guide
When you attack a creature with this magic weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 15 Necrotic damage if it isn’t a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken.
Monsters
Monster Manual
);{"diceNotation":"2d10+6", "rollType":"damage", "rollAction":"rend", "rollDamageType":"Slashing"} Slashing damage plus 4 (1d8);{"diceNotation":"1d8", "rollType":"damage", "rollAction":"rend
", "rollDamageType":"Fire"} Fire damage.
Fire Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Fire Breath"}. Dexterity Saving Throw: DC 18, each creature in a 60-foot-long, 5
Monsters
Monster Manual
", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Piercing"} Piercing damage.
Cold Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Cold Breath
"}. Constitution Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 18 (4d8);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Cold Breath", "rollDamageType":"Cold"} Cold damage. Success
Monsters
Monster Manual
":"Rend"}, reach 10 ft. Hit: 15 (2d8 + 6);{"diceNotation":"2d8+6", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage.
Cold Breath (Recharge 5–6);{"diceNotation
":"1d6", "rollType":"recharge", "rollAction":"Cold Breath"}. Constitution Saving Throw: DC 17, each creature in a 30-foot Cone. Failure: 49 (11d8);{"diceNotation":"11d8", "rollType":"damage", "rollAction
Spells
Player’s Handbook
. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.
You have a telepathic link with the Charmed target while the two of you are on the same plane of
One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it
Magic Items
Dungeon Master’s Guide
When you hit a creature with an attack using this magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points
for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.
Magic Items
Dungeon Master’s Guide
Whelm is a powerful weapon forged by dwarves and lost in the dungeon of White Plume Mountain.
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.
Hurl. Whelm has the
Thrown property with a normal range of 60 feet and a long range of 180 feet. When you hit with a ranged attack roll using Whelm, the target takes an extra 1d8 Force damage, or an extra 4d8 Force damage
Monsters
Monster Manual
: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 13 (3d6 + 3);{"diceNotation":"3d6+3", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing
"} Piercing damage.
Eye Rays. The beholder randomly shoots one of the following magical rays at a target it can see within 120 feet of itself (roll 1d10;{"diceNotation":"1d10", "rollType":"roll
Monsters
Monster Manual
. Hit: 19 (2d10 + 8);{"diceNotation":"2d10+8", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage plus 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction
":"Rend", "rollDamageType":"Fire"} Fire damage.
Fire Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Fire Breath"}. Dexterity Saving Throw: DC 21, each creature in a
Magic Items
Dungeon Master’s Guide
feet of you. While Restrained in this way, the target takes 3d6 Psychic damage at the start of each of its turns. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success.
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
whenever it takes damage from a source other than the harpy, the target repeats the save. Success: The target is immune to this harpy’s Luring Song for 24 hours.
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
Spells
Player’s Handbook
Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target
, the spell ends.
Using a Higher-Level Spell Slot. You can target one additional Beast for each spell slot level above 1.
Equipment
Ingested Poison
A creature subjected to Pale Tincture must succeed on a DC 16 Constitution saving throw or take 3 (1d6) Poison damage and have the Poisoned condition. The Poisoned creature repeats
the save every 24 hours, taking 3 (1d6) Poison damage on a failed save. The damage the poison deals can’t be healed by any means while the creature remains Poisoned. After seven successful saves against the poison, the creature is no longer Poisoned.
Spells
Player’s Handbook
it makes until the start of your next turn.
On a failed save, the target has Disadvantage on Strength-based D20 Test;D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.
Spells
Player’s Handbook
You create a simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that
is the same size as that creature, and the pile turns into the simulacrum, which is a creature. It uses the game statistics of the original creature at the time of casting, except it is a Construct
Monsters
Monster Manual
Bite. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 10 (2d6 + 3);{"diceNotation":"2d6+3", "rollType":"damage", "rollAction":"Bite
", "rollDamageType":"Piercing"} Piercing damage plus 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Poison"} Poison damage.Petrifying Gaze (Recharge 4–6
Monsters
Monster Manual
", "rollType":"roll", "rollAction":"Weakening Breath"} from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds
", "rollType":"to hit", "rollAction":"Rend"}, reach 10 ft. Hit: 17 (2d8 + 8);{"diceNotation":"2d8+8", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage plus 4 (1d8
Monsters
Monster Manual
and subtracts 5 (1d10);{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Weakening Breath"} from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on
", "rollType":"to hit", "rollAction":"Rend"} to hit, reach 15 ft. Hit: 19 (2d8 + 10);{"diceNotation":"2d8+10", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage plus 9
Monsters
Monster Manual
Avoidance. If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the save and half damage if it
fails. It can’t use this trait if it has the Incapacitated condition.
Displacement. Attack rolls against the displacer beast have Disadvantage, since it projects an illusion that makes it
Spells
Player’s Handbook
You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay
slot’s level for the spell’s level in the stat block.
Construct Spirit
Medium Construct, Neutral
AC 13 + the spell’s level
HP 40 + 15 for each spell level above 4
Speed 30 ft
Monsters
Monster Manual
Gore. Melee Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Gore"}, reach 5 ft. Hit: 18 (2d12 + 5);{"diceNotation":"2d12+5", "rollType":"damage", "rollAction":"Gore
", "rollDamageType":"Piercing"} Piercing damage. If the target is a Large or smaller creature and the gorgon moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition
Monsters
Monster Manual
", "rollType":"to hit", "rollAction":"Slam"}, reach 5 ft. Hit: 4 (1d8);{"diceNotation":"1d8", "rollType":"damage", "rollAction":"Slam", "rollDamageType":"Bludgeoning"} Bludgeoning damage plus 3 (1d6
);{"diceNotation":"1d6", "rollType":"damage", "rollAction":"Slam", "rollDamageType":"Poison"} Poison damage.
Pacifying Spores (1/Day). Constitution Saving Throw: DC 11, one creature the myconid can see
Monsters
Monster Manual
+2", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing damage. If the target is a creature, it is subjected to the following effect. Constitution Saving Throw: DC 12
. First Failure: The target has the Poisoned condition. While Poisoned, the target’s Hit Point maximum doesn’t return to normal when finishing a Long Rest, and it repeats the save every 24 hours
Spells
Player’s Handbook
Frightened target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
The target takes an extra 1d6 Necrotic damage from the attack, and it must succeed on a Wisdom saving throw or have the Frightened condition until the spell ends. At the end of each of its turns, the
Magic Items
Dungeon Master’s Guide
Held in the dungeon of White Plume Mountain, Wave is engraved with images of waves, shells, and sea creatures.
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When
you roll a 20 on the d20 for an attack roll with this weapon, the target takes an extra 21 Necrotic damage.
While holding Wave, you gain the following benefits:
Combat Ready. You have Advantage on
Spells
Player’s Handbook
half as much damage on a successful one. A Construct has Disadvantage on the save.
A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or
Monsters
Monster Manual
one Bite attack.
Bite. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"bite"}, reach 5 ft. Hit: 7 (2d4 + 2);{"diceNotation":"2d4+2", "rollType":"damage
", "rollAction":"bite", "rollDamageType":"Piercing"} Piercing damage plus 3 (1d6);{"diceNotation":"1d6", "rollType":"damage", "rollAction":"bite", "rollDamageType":"Poison"} Poison damage.
Paralyzing Tentacles
Monsters
Monster Manual
Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Bite"}, reach 5 feet. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction":"Bite", "rollDamageType
":"Piercing"} Piercing damage.
Eye Rays. The death tyrant randomly shoots one of the following magical rays at a target it can see within 120 feet of itself (roll 1d10;{"diceNotation":"1d10", "rollType
Spells
Player’s Handbook
take the Magic action. At the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the Greater Restoration, Heal, or Wish spell.
On a successful save, the target takes half as much damage only.
You blast the mind of a creature that you can see within range. The target makes an Intelligence saving throw.
On a failed save, the target takes 10d12 Psychic damage and can’t cast spells or
Monsters
Monster Manual
(1d10 + 3);{"diceNotation":"1d10+3", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing damage. If the target is a creature that isn’t a Construct or an Undead, the
lizardfolk gains Temporary Hit Points equal to the damage dealt.
Earthen Maul. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Earthen Maul"}, reach 5 ft. Hit: 10 (2d6






