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Returning 35 results for 'blessed being diffusing claw realms'.
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Classes
Player’s Handbook
, Mace, Holy Symbol, Priest's Pack, and 7 GP; or (B) 110 GP
Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity
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Blessed Strikes
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
Ambusher. The mangler has advantage on initiative rolls.Multiattack. The mangler makes two Claw attacks.
Claw. Melee Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction
":"Claw"} to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4);{"diceNotation":"1d8+4", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage. If the attack roll has advantage
Monsters
Spelljammer: Adventures in Space
, including upside down on ceilings, without needing to make an ability check.Multiattack. The neogi makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20+4
poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claw. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType
Monsters
Planescape: Adventures in the Multiverse
24 hours.
Eternal Vigil. The archon can’t be surprise;surprised. Moreover, it knows when any creature uses a portal it is assigned to guard.Multiattack. The archon makes two Claw attacks and one
Tracker’s Bite attack.
Claw. Melee Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5);{"diceNotation
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Fey Ancestry. The draegloth has advantage on saving throws against being charmed, and magic can’t put it to sleep.Multiattack. The draegloth makes one Bite attack and two Claw attacks.
Bite
", "rollAction":"Bite", "rollDamageType":"piercing"} piercing damage.
Claw. Melee Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 10 ft., one target. Hit: 16
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Bite attack and one Claw attack, or it makes two Tentacle of Hadar attacks.
Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one
of its turns, ending the effect on itself on a success.
Claw. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 8 (2d4
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
Mordenkainen Presents: Monsters of the Multiverse
, including upside down on ceilings, without needing to make an ability check.Multiattack. The neogi makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5
for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claw. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Unusual Nature. A devourer doesn’t require air, drink, or sleep.Multiattack. The devourer makes two Claw attacks and can use either Imprison Soul or Soul Rend, if available.
Claw. Melee Weapon
Attack: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5", "rollType":"damage", "rollAction":"Claw
Monsters
Spelljammer: Adventures in Space
Bite attack and two Claw attacks, or it makes two Eldritch Bolt attacks.
Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target
of each of its turns, ending the effect on itself on a success.
Claw. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 7
Monsters
Planescape: Adventures in the Multiverse
magical effects.Multiattack. The baernaloth makes one Anguishing Bite attack and one Claw attack. It can also use Teleport.
Anguishing Bite. Melee Weapon Attack: +10;{"diceNotation":"1d20+10", "rollType
regain hit points until the start of the baernaloth’s next turn.
Claw. Melee Weapon Attack: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 10 ft., one target
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon turtle can breathe air and water.Multiattack. The dragon turtle makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType
(1d12);{"diceNotation":"1d12","rollType":"damage","rollAction":"Bite","rollDamageType":"lightning"} lightning damage.
Claw. Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit
monsters
regenerate.Multiattack. Valaara makes two attacks, using Chitinous Claw or Chitinous Spine in any combination. It also uses Summon Swarms.
Chitinous Claw. Melee Attack Roll: +14;{"diceNotation":"1d20+14
", "rollType":"to hit", "rollAction":"Chitinous Claw"}, reach 5 ft. Hit: 18 (2d10 + 7);{"diceNotation":"2d10+7", "rollType":"damage", "rollAction":"Chitinous Claw", "rollDamageType":"Slashing"} Slashing damage
Monsters
Mordenkainen Presents: Monsters of the Multiverse
advancement of just societies. For instance, in the Forgotten Realms, ki-rins rally mostly to Torm, although they also serve his allies Tyr and Ilmater. Ki-rins that serve good deities go wherever they
following magical effects is possible for travelers to encounter in the vicinity:
Blessed Nature. Beasts, Plants, and Celestials within 3 miles of the ki-rin’s lair grow more vigorous as they evolve
Monsters
Fizban's Treasury of Dragons
instead.
Unusual Nature. The dragon turtle doesn't require food or drink.Multiattack. The dragon turtle makes one Bite or Tail attack and two Claw attacks.
Bite. Melee Weapon Attack: +16
"} piercing damage plus 13 (2d12);{"diceNotation":"2d12","rollType":"damage","rollAction":"Bite","rollDamageType":"lightning"} lightning damage.
Claw. Melee Weapon Attack: +16;{"diceNotation":"1d20
Tortle
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
The Tortle Package
related to a god and choose to worship that deity. In the Forgotten Realms, tortles are especially fond of Eldath, Gond, Lathander, Savras, Selûne, and Tymora. In the Greyhawk setting, they
. Tortles tend to be most uncomfortable underground, where neither the sun nor the moon is visible to them.
Blessed are the days when both the sun and moon are visible in the sky at the same time
Druid
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
animals—the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some druids make a particular study of this practice, even to the
of Greyhawk and the Forgotten Realms, druidic circles are not usually connected to the faith of a single nature deity. Any given circle in the Forgotten Realms, for example, might include druids who
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
have shaped this land and blessed its people with resilience. They live, work, and tell stories in villages built on platforms or in sprawling hacienda estates surrounded by sugarcane fields or cacao
whistling creatures that sometimes pass into Atagua from dark realms—and that might someday emerge in unstoppable numbers to consume this land.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
that deity. In the Forgotten Realms, tortles are especially fond of Eldath, Gond, Lathander, Savras, Selûne, and Tymora. In the Greyhawk setting, they gravitate toward Celestian, Fharlanghn, Pelor
, where neither the sun nor the moon is visible to them. Blessed are the days when both the sun and moon are visible in the sky at the same time. Tortles often choose such days to leave their homes and begin a wilderness expedition, or perform some other task they know to be dangerous.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
that deity. In the Forgotten Realms, tortles are especially fond of Eldath, Gond, Lathander, Savras, Selûne, and Tymora. In the Greyhawk setting, they gravitate toward Celestian, Fharlanghn, Pelor
, where neither the sun nor the moon is visible to them. Blessed are the days when both the sun and moon are visible in the sky at the same time. Tortles often choose such days to leave their homes and begin a wilderness expedition, or perform some other task they know to be dangerous.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
that deity. In the Forgotten Realms, tortles are especially fond of Eldath, Gond, Lathander, Savras, Selûne, and Tymora. In the Greyhawk setting, they gravitate toward Celestian, Fharlanghn, Pelor
, where neither the sun nor the moon is visible to them. Blessed are the days when both the sun and moon are visible in the sky at the same time. Tortles often choose such days to leave their homes and begin a wilderness expedition, or perform some other task they know to be dangerous.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
have shaped this land and blessed its people with resilience. They live, work, and tell stories in villages built on platforms or in sprawling hacienda estates surrounded by sugarcane fields or cacao
whistling creatures that sometimes pass into Atagua from dark realms—and that might someday emerge in unstoppable numbers to consume this land.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
have shaped this land and blessed its people with resilience. They live, work, and tell stories in villages built on platforms or in sprawling hacienda estates surrounded by sugarcane fields or cacao
whistling creatures that sometimes pass into Atagua from dark realms—and that might someday emerge in unstoppable numbers to consume this land.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
has dark, evil regions (homes of fiends and evil gods), sacred isles (homes of celestials and the spirits of the blessed death), and realms of elemental fury. This otherworld is sometimes overseen by an
tree, literally or figuratively. For example, the Norse cosmology centers on the World Tree Yggdrasil. The three roots of the World Tree touch the three realms: Asgard (an Outer Plane that includes
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Yeti Brutal Rampagers. When mountain herds are abundant, yetis stay clear of humanoid realms. Driven by hunger, they attack humanoid settlements in waves, breaking down gates and stockade walls that
.
Actions
Multiattack. The yeti can use its Chilling Gaze and makes two claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) cold
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Yeti Brutal Rampagers. When mountain herds are abundant, yetis stay clear of humanoid realms. Driven by hunger, they attack humanoid settlements in waves, breaking down gates and stockade walls that
.
Actions
Multiattack. The yeti can use its Chilling Gaze and makes two claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) cold
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Yeti Brutal Rampagers. When mountain herds are abundant, yetis stay clear of humanoid realms. Driven by hunger, they attack humanoid settlements in waves, breaking down gates and stockade walls that
.
Actions
Multiattack. The yeti can use its Chilling Gaze and makes two claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) cold
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
GP; or (B) 110 GP Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity, a Cleric can reach out to the divine
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
GP; or (B) 110 GP Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity, a Cleric can reach out to the divine
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
has dark, evil regions (homes of fiends and evil gods), sacred isles (homes of celestials and the spirits of the blessed death), and realms of elemental fury. This otherworld is sometimes overseen by an
tree, literally or figuratively. For example, the Norse cosmology centers on the World Tree Yggdrasil. The three roots of the World Tree touch the three realms: Asgard (an Outer Plane that includes
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Shirt, Shield, Mace, Holy Symbol, Priest’s Pack, and 7 GP; or (B) 110 GP Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
belong to an established religious hierarchy, but many do not. The gods choose whomever they will, and sometimes a devoted worshiper is blessed with all the abilities of a cleric, despite not being a
path of the cleric become embittered and seek favor with sinister or forbidden gods or forge pacts with other powerful entities. Religious scholars in the Realms debate whether divine rejection led such
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
has dark, evil regions (homes of fiends and evil gods), sacred isles (homes of celestials and the spirits of the blessed death), and realms of elemental fury. This otherworld is sometimes overseen by an
tree, literally or figuratively. For example, the Norse cosmology centers on the World Tree Yggdrasil. The three roots of the World Tree touch the three realms: Asgard (an Outer Plane that includes
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Shirt, Shield, Mace, Holy Symbol, Priest’s Pack, and 7 GP; or (B) 110 GP Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
belong to an established religious hierarchy, but many do not. The gods choose whomever they will, and sometimes a devoted worshiper is blessed with all the abilities of a cleric, despite not being a
path of the cleric become embittered and seek favor with sinister or forbidden gods or forge pacts with other powerful entities. Religious scholars in the Realms debate whether divine rejection led such






