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Returning 35 results for 'blank being dragon current rolls'.
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Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon.
Monsters
Monster Manual
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a
, not both. This effect lasts until the end of its next turn.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a
, not both. This effect lasts until the end of its next turn.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting
Monsters
Monster Manual
Amphibious. The dragon can breathe air and water.Multiattack. The dragon makes two Rend attacks.
Rend. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Rend
: The target has Disadvantage on Strength-based D20 Test;D20 Tests and subtracts 2 (1d4);{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Weakening Breath"} from its damage rolls. It repeats the
Monsters
Monster Manual
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes
. Success: Half damage.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21, +13;{"diceNotation
Monsters
Monster Manual
Amphibious. The dragon can breathe air and water.
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes
damage. Success: Half damage.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 24, +16
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
", "rollAction":"Gibbering"} to determine what it does during the current turn:
1–4. The target does nothing. 5–6. The target takes no action or Bonus Action and uses all its movement to move in a
Monsters
Monster Manual
Amphibious. The dragon can breathe air and water.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Weakening Breath.
Rend. Melee Attack Roll: +10
", "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 automatically.Fire
Magic Items
Dungeon Master’s Guide
. The tome recounts both the oldest and most current profanities of the Abyss and demons. Demons have attempted to censor the text, and while sections have been ripped from the book’s spine, the
) check related to the Abyss. When you do so, you gain Advantage on the check.
Containment. The first ten pages of the Demonomicon are blank. As a Magic action while holding the book, you can target a
Magic Items
Dungeon Master’s Guide
. On a failed save, the creature dies and, if it is a Humanoid, turns into a Zombie.
Magic Weapon. You can wield the wand as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made
everything in the multiverse. The wand is cruel, nihilistic, and bereft of humor.
To further Orcus’s goals, the wand feigns devotion to its current user and makes grandiose promises that it has no
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
wielder doesn’t share this goal.
Destroying Whelm. Whelm can be dissolved in the acidic bile of a recently slain ancient black dragon. It can also be melted down in the forges of the Mightyhammer dwarf clan, but only by the rightful leader of that clan.
Equipment
current and retired, can be found from Thunder Pass to Dragon’s Reach.
This vehicle is a Wagon (see the Player’s Handbook) covered by durable canvas. A creature has Three-Quarters Cover while riding inside this vehicle.
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a
.
Spellcasting. The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 22):
At Will: Detect Magic, Shapechange
Feats
Forgotten Realms: Heroes of Faerûn
General Feat (Prerequisite: Level 4+, Purple Dragon Rook Feat or Martial Weapon Proficiency)
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
Encourage
this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all uses when you finish a Long Rest.
Last Stand. You have Advantage on attack rolls while Bloodied.
Monsters
Eberron: Forge of the Artificer
"}, reach 5 ft. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4", "rollType":"damage", "rollAction":"Shortsword", "rollDamageType":"Piercing"} Piercing damage, and the target has Disadvantage on attack rolls
hunters, typically humans or orcs, often work alongside Druid;Druids of the Gatekeepers, and occasionally with Aberrant Cultist;Aberrant Cultists of the Dragon Below.Mark of Tharashk. The hunter magically
Monsters
Forgotten Realms: Adventures in Faerûn
, Wall of Force
1/Day Each: Befuddlement, Clone, Finger of Death, Mind Blank (cast before combat), SimulacrumProtective Magic. Manshoon casts Counterspell or Shield in response to the spell’s
. That Manshoon is dead, and the current Manshoon is one of the original’s many clones. Being a magical copy rather than an original doesn’t make Manshoon any less of a threat, as he’s
magic-items
polearm is usable at only one range: point blank. It also comes with a lovely ribbon and a neat basket to hold all your spare shot. Cute.
You gain a +1 bonus to attack and damage rolls made with this
magic weapon.
Point Blank Shot. When you hit a target with an attack using a loaded gunnspier, you can use a bonus action to pull the trigger, firing a plum-sized leaden ball at the target. The
magic-items
polearm is usable at only one range: point blank. It also comes with a lovely ribbon and a neat basket to hold all your spare shot. Cute.
You gain a +1 bonus to attack and damage rolls made with this
magic weapon.
Point Blank Shot. When you hit a target with an attack using a loaded gunnspier, you can use a bonus action to pull the trigger, firing a plum-sized leaden ball at the target. The
magic-items
polearm is usable at only one range: point blank. It also comes with a lovely ribbon and a neat basket to hold all your spare shot. Cute.
You gain a +1 bonus to attack and damage rolls made with this
magic weapon.
Point Blank Shot. When you hit a target with an attack using a loaded gunnspier, you can use a bonus action to pull the trigger, firing a plum-sized leaden ball at the target. The
magic-items
polearm is usable at only one range: point blank. It also comes with a lovely ribbon and a neat basket to hold all your spare shot. Cute.
You gain a +1 bonus to attack and damage rolls made with this
magic weapon.
Point Blank Shot. When you hit a target with an attack using a loaded gunnspier, you can use a bonus action to pull the trigger, firing a plum-sized leaden ball at the target. The
magic-items
polearm is usable at only one range: point blank. It also comes with a lovely ribbon and a neat basket to hold all your spare shot. Cute.
You gain a +1 bonus to attack and damage rolls made with this
magic weapon.
Point Blank Shot. When you hit a target with an attack using a loaded gunnspier, you can use a bonus action to pull the trigger, firing a plum-sized leaden ball at the target. The
magic-items
polearm is usable at only one range: point blank. It also comes with a lovely ribbon and a neat basket to hold all your spare shot. Cute.
You gain a +1 bonus to attack and damage rolls made with this
magic weapon.
Point Blank Shot. When you hit a target with an attack using a loaded gunnspier, you can use a bonus action to pull the trigger, firing a plum-sized leaden ball at the target. The
magic-items
polearm is usable at only one range: point blank. It also comes with a lovely ribbon and a neat basket to hold all your spare shot. Cute.
You gain a +1 bonus to attack and damage rolls made with this
magic weapon.
Point Blank Shot. When you hit a target with an attack using a loaded gunnspier, you can use a bonus action to pull the trigger, firing a plum-sized leaden ball at the target. The
Dragon Slayer
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.
magic-items
polearm is usable at only one range: point blank. It also comes with a lovely ribbon and a neat basket to hold all your spare shot. Cute.
You gain a +1 bonus to attack and damage rolls made with this
magic weapon.
Point Blank Shot. When you hit a target with an attack using a loaded gunnspier, you can use a bonus action to pull the trigger, firing a plum-sized leaden ball at the target. The
magic-items
polearm is usable at only one range: point blank. It also comes with a lovely ribbon and a neat basket to hold all your spare shot. Cute.
You gain a +1 bonus to attack and damage rolls made with this
magic weapon.
Point Blank Shot. When you hit a target with an attack using a loaded gunnspier, you can use a bonus action to pull the trigger, firing a plum-sized leaden ball at the target. The
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon turtle can breathe air and water
Blessing of the Sea (Recharges after a Short or Long Rest). If the dragon turtle would be reduced to 0 hit points, its current hit point total
and talk endlessly with sailors and adventurers to stay current on the latest happenings on land.
Dragon Turtle Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal
magic-items
polearm is usable at only one range: point blank. It also comes with a lovely ribbon and a neat basket to hold all your spare shot. Cute.
You gain a +1 bonus to attack and damage rolls made with this
magic weapon.
Point Blank Shot. When you hit a target with an attack using a loaded gunnspier, you can use a bonus action to pull the trigger, firing a plum-sized leaden ball at the target. The
Ancient Gold Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
one.
Weakening Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength
in a row:
The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
One creature the dragon can see within
Young Gold Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Amphibious. The dragon can breathe air and water.Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10;{"diceNotation":"1d20+10
","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.
Breath Weapons (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Breath Weapons"}. The dragon uses one of the
Gold Dragon Wyrmling
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Amphibious. The dragon can breathe air and water.Bite. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit"} to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4);{"diceNotation":"1d10+4
","rollType":"damage","rollDamageType":"piercing"} piercing damage.
Breath Weapons (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge"}. The dragon uses one of the following breath weapons
Adult Gold Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
.
Weakening Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks
:
The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
One creature the dragon can see within 120 feet
Monsters
Waterdeep: Dungeon of the Mad Mage
invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank
9th level (1 slot): time stop
* Drivvin has cast mind blank on himself.
Sunlight Sensitivity. While in sunlight, Drivvin has
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Dagger. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Dagger"} to hit
Young Red Shadow Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
the Hide action as a bonus action.
Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The
Living Shadow. While in dim light or darkness, the dragon has resistance to damage that isn’t force, psychic, or radiant.
Shadow Stealth. While in dim light or darkness, the dragon can take
Monsters
Waterdeep: Dragon Heist
blank. The creature is friendly toward Kalain and hostile toward all others. It rolls initiative to determine when it acts. It disappears after 1 minute, when it is reduced to 0 hit points, or when Kalain
Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of Kalain's next turn.Shortsword. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType