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Returning 35 results for 'bird before detach cannot rolls'.
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Monsters
Monster Manual
Advantage on its attack rolls. Its Speed becomes 0, it can’t benefit from any bonus to its Speed, and it moves with the target.
A creature can take an action to try to detach the darkmantle
from itself, doing so with a successful DC 13 Strength (Athletics) check. On its turn, the darkmantle can detach itself by using 5 feet of movement.
Darkness Aura (1/Day). Magical Darkness fills a 15
Darkmantle
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle’s speed also becomes 0, it can’t benefit from any bonus to its speed, and it
moves with the target.
A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of
Cloaker
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
motionless without its underside exposed, it is indistinguishable from a dark leather cloak.
Light Sensitivity. While in bright light, the cloaker has disadvantage on attack rolls and Wisdom
is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A
Monsters
Tales from the Yawning Portal
the darkmantle is attached in this way.
While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also
becomes 0, it can't benefit from any bonus to its speed, and it moves with the target.
A creature can detach the darkmantle by making a successful DC 11 Strength check as an action. On its turn, the
Monsters
Acquisitions Incorporated
bonus action.
Sunlight Sensitivity. While in sunlight, the deep crow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The deep crow makes three
resembles a massive version of its namesake bird, this creature is a unique form of avian insect. Seen up close, it can easily be discerned from any other giant bird by its insectoid maw, its four-clawed
Monsters
Van Richten’s Guide to Ravenloft
advantage on attack rolls against it.
A creature can use its action to try to detach the carrion stalker and force it to move into the nearest unoccupied space, doing so with a successful DC 11 Strength
check. On its turn, the carrion stalker can detach itself from the target by using 5 feet of movement. When it dies, the carrion stalker detaches from any creature it is attached to.
Larval Burst (1
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Fist attacks against one random creature within reach. If no creatures are within reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn.
4–5
two Fist attacks against one random creature within reach. If no creatures are within reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn.Bite
Magic Items
Tasha’s Cauldron of Everything
This flickering crystal holds the essence of an Outer Plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your
Shard, Chaotic;Chaotic. Choose one creature who takes damage from the spell. That target has disadvantage on attack rolls and ability checks made before the start of your next turn.
3
Outer
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
one of the Wretched’s allies is within 5 feet of the creature and the ally isn’t incapacitated. The Wretched otherwise has disadvantage on attack rolls.
Actions
Bite. Melee Weapon Attack: +3 to hit
target takes 6 (1d10 + 1) necrotic damage.
The attached Wretched moves with the target whenever the target moves, requiring none of the Wretched’s movement. The Wretched can detach itself by
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
and unable to breathe while the darkmantle is attached in this way.
While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls
. The darkmantle’s speed also becomes 0, it can’t benefit from any bonus to its speed, and it moves with the target.
A creature can detach the darkmantle by making a successful DC 13 Strength check
Compendium
- Sources->Dungeons & Dragons->Monster Manual
attack rolls. Its Speed becomes 0, it can’t benefit from any bonus to its Speed, and it moves with the target.
A creature can take an action to try to detach the darkmantle from itself, doing so with a
successful DC 13 Strength (Athletics) check. On its turn, the darkmantle can detach itself by using 5 feet of movement.
Darkness Aura (1/Day). Magical Darkness fills a 15-foot Emanation originating
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. Roll a d4 and consult the Outer
. 2 Chaotic. Choose one creature who takes damage from the spell. That target has disadvantage on attack rolls and ability checks made before the start of your next turn. 3 Good. You or one creature
Compendium
- Sources->Dungeons & Dragons->Monster Manual
cloaker has Disadvantage on attack rolls.
Actions
Multiattack. The cloaker makes one Attach attack and two Tail attacks.
Attach. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (3d6 + 3) Piercing damage
targets. In addition, the cloaker halves the damage it takes (round down), and the target takes the same amount of damage.
The cloaker can detach itself by spending 5 feet of movement. The target or a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
stalker moves with the target and has advantage on attack rolls against it.
A creature can use its action to try to detach the carrion stalker and force it to move into the nearest unoccupied space
, doing so with a successful DC 11 Strength check. On its turn, the carrion stalker can detach itself from the target by using 5 feet of movement. When it dies, the carrion stalker detaches from any
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
attack rolls and Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The cloaker makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +6 to hit
attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check.
Tail
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Rising Anger. If another creature deals damage to the sorrowsworn, the sorrowsworn’s attack rolls
sorrowsworn has disadvantage on attack rolls if no other creature has dealt damage to it since the end of its last turn.
Actions
Multiattack. The sorrowsworn makes two Hook attacks.
Hook. Melee Weapon
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
in the world. A mouth of Grolantor is revered as a holy embodiment of Grolantor’s aching hunger. Unlike a typical sluggish hill giant, a mouth of Grolantor is thin as a whippet, alert like a bird, and
rolls until the end of its next turn.
4–5: The giant makes one Fist attack against each creature within reach. If no creatures are within reach, the giant makes one Fist attack against itself.
6–7
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
requires a successful DC 17 Dexterity check. Two successful tosses earn one roll on the Carnival Prizes table; three successes earn two rolls on the table. Catch the Dragon by the Tail “Prizes! Prizes
flutters around them. The participant has three chances to succeed on a DC 18 Wisdom (Perception) check. Someone who succeeds on the check catches the dragon by the tail and rolls once on the Carnival
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations. Why do so many celestial things have bird wings and infernal things have bat wings? It seems
Healing Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
places, surrounded by dead plants, noticeably blackened, and avoided by bird and beast. Humanoids slain by a wight can rise as zombies under its control. Motivated by hunger for living souls and driven by
Senses darkvision 60 ft., passive Perception 13
Languages the languages it knew in life
Challenge 3 (700 XP)
Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
), Uncommon You gain a +2 bonus to attack and damage rolls made with this magic greataxe while you have half your hit points or fewer. Bloodseeker Ammunition Weapon (Any Ammunition), Very Rare Ranged
attack rolls made with this ammunition have advantage against any creature doesn’t have all its hit points. Boomerang Shield Armor (Shield), Uncommon (Requires Attunement) You can make a ranged weapon
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
. The inventor has advantage on initiative rolls.
Actions
Multiattack. The inventor makes two Flying Fangtrap attacks. It can replace one of these attacks with Thunderscream Gadget if it’s available
must succeed on a DC 14 Dexterity saving throw or be blinded until the end of its next turn.
Who among us hasn’t marveled at a majestic bird soaring high above and thought, “I can do better
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Senses Darkvision 60 ft., Passive Perception 15
Languages Common, Sylvan
Challenge 1 (100 XP)
Blurred Movement. Attack rolls against the quickling have disadvantage unless the quickling is
doesn’t attack. Instead, at the start of each of the stirge’s turns, the target loses 5 (1d4 + 3) hit points due to blood loss.
The stirge can detach itself by spending 5 feet of its movement. It does
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
meal for one of these monstrosities is a too-real threat for those who stumble into their deadly lairs.
Though the deep crow most immediately resembles a massive version of its namesake bird, this
creature is a unique form of avian insect. Seen up close, it can easily be discerned from any other giant bird by its insectoid maw, its four-clawed feet, and the cluster of red eyes that are the most
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Sirens are a kind of beautiful harpy with humanlike bodies, bird wings and legs, and bright plumage in shades of blue, purple, and green. They use the stat block of the harpy in the Monster Manual
Perception 10
Languages Common
Challenge 1/8 (25 XP)
Blood Frenzy. The harpy has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Dark Devotion. The harpy has
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
target, the darkmantle can attack only the target but has Advantage on its attack rolls. Its Speed becomes 0, it can’t benefit from any bonus to its Speed, and it moves with the target.
A creature
can take an action to try to detach the darkmantle from itself, doing so with a successful DC 13 Strength (Athletics) check. On its turn, the darkmantle can detach itself by using 5 feet of movement
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
(XP 3,900; PB +3)
Traits
Light Sensitivity. While in Bright Light, the cloaker has Disadvantage on attack rolls.
Actions
Multiattack. The cloaker makes one Attach attack and two Tail attacks
.
The cloaker can detach itself by spending 5 feet of movement. The target or a creature within 5 feet of it can take an action to try to detach the cloaker, doing so by succeeding on a DC 14
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, and roll for the dealer and participating NPCs. Everyone rolls and reveals their dice at once. The participant with the highest total wins, but anyone who rolls a 1 automatically loses. Olidammara’s
shaped like an icosahedron that rolls itself on the table once all bets have been placed to determine the outcome. The rules are as follows: Participant Bets. Participants bet on one or more numbers
Equipment
triggering creature.
51–52
Each creature within 60 feet of the triggering creature (including the triggering creature) chooses a direction and rolls 2d6. Each creature is then teleported to
within a 30-foot-radius, who becomes Frozen (save DC 15).
93–94
Your arms and legs gain the ability to detach for the next minute and they rejoin at the end of this duration. They gain a
Equipment
towards the triggering creature.
51–52
Each creature within 60 feet of the triggering creature (including the triggering creature) chooses a direction and rolls 2d6. Each creature is then
random creature within a 30-foot-radius, who becomes Frozen (save DC 15).
93–94
Your arms and legs gain the ability to detach for the next minute and they rejoin at the end of this duration
Equipment
triggering creature.
51–52
Each creature within 60 feet of the triggering creature (including the triggering creature) chooses a direction and rolls 2d6. Each creature is then teleported to
within a 30-foot-radius, who becomes Frozen (save DC 15).
93–94
Your arms and legs gain the ability to detach for the next minute and they rejoin at the end of this duration. They gain a
Equipment
triggering creature.
51–52
Each creature within 60 feet of the triggering creature (including the triggering creature) chooses a direction and rolls 2d6. Each creature is then teleported to the
within a 30-foot-radius, who becomes Frozen (save DC 15).
93–94
Your arms and legs gain the ability to detach for the next minute and they rejoin at the end of this duration. They gain a
Equipment
triggering creature.
51–52
Each creature within 60 feet of the triggering creature (including the triggering creature) chooses a direction and rolls 2d6. Each creature is then teleported to the
within a 30-foot-radius, who becomes Frozen (save DC 15).
93–94
Your arms and legs gain the ability to detach for the next minute and they rejoin at the end of this duration. They gain a Flying
Equipment
triggering creature.
51–52
Each creature within 60 feet of the triggering creature (including the triggering creature) chooses a direction and rolls 2d6. Each creature is then teleported to
creature within a 30-foot-radius, who becomes Frozen (save DC 15).
93–94
Your arms and legs gain the ability to detach for the next minute and they rejoin at the end of this duration. They gain a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
giant, a mouth of Grolantor is thin as a whippet, alert like a bird, and constantly twitching around the edges. A mouth of Grolantor is kept perpetually imprisoned or shackled; if it breaks free, it’s
other creatures are within its reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn.
4–5. The giant makes one attack with its fist against every






