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Returning 35 results for 'blooming bite diffusing consult retreats'.
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Monsters
Spelljammer: Adventures in Space
Unusual Nature. The feyr doesn't require air.Multiattack. The feyr makes one Frightful Bite attack and one Tentacle attack.
Frightful Bite. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType
":"to hit","rollAction":"Frightful Bite"} to hit, reach 5 ft., one creature. Hit: 8 (1d10 + 3);{"diceNotation":"1d10+3","rollType":"damage","rollAction":"Frightful Bite","rollDamageType":"piercing
Monsters
Mordenkainen Presents: Monsters of the Multiverse
magical effects.
Unusual Nature. The clockwork doesn’t require air, food, drink, or sleep.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"} to hit
, reach 5 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"piercing"} piercing damage plus 3 (1d6);{"diceNotation":"1d6", "rollType
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3", "rollType":"damage", "rollAction":"Bite
":"roll", "rollAction":"Bite (Random Effect)"}):
1–2: Confusion. On its next turn, the target must use its action to make one weapon attack against a random creature it can see within 30 feet
Monsters
Curse of Strahd
which can be a bite attack.
Unarmed Strike (Vampire or Wolf Form Only). Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Unarmed Strike"} to hit, reach 5 ft., one
","rollAction":"Unarmed Strike","rollDamageType":"necrotic"} necrotic damage. If the target is a creature, Strahd can grapple it (escape DC 18) instead of dealing the slashing damage.
Bite. Melee Weapon
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
it is detected, the bronze scout deters pursuers by sending electrical shocks through the ground while it retreats to safety. Bronze Scout
Medium construct, unaligned
Armor Class 13
Hit Points
burrows.
Magic Resistance. The bronze scout has advantage on saving throws against spells and other magical effects.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
it is detected, the bronze scout deters pursuers by sending electrical shocks through the ground while it retreats to safety. Bronze Scout
Medium construct, unaligned
Armor Class 13
Hit Points
burrows.
Magic Resistance. The bronze scout has advantage on saving throws against spells and other magical effects.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
it is detected, the bronze scout deters pursuers by sending electrical shocks through the ground while it retreats to safety. Bronze Scout
Medium construct, unaligned
Armor Class 13
Hit Points
burrows.
Magic Resistance. The bronze scout has advantage on saving throws against spells and other magical effects.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Upon hearing creatures enter the area, the bandit retreats to warn its confederates in areas 6, 8, and 9. Characters in the room can hear the bandit’s soft, retreating footfalls with a successful DC
dropped by a frightened adventurer. Roll percentile dice and consult the Trinkets table in chapter 5 of the Player’s Handbook to determine the trinket. Shields Sixty old shields hang on the walls; they
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Upon hearing creatures enter the area, the bandit retreats to warn its confederates in areas 6, 8, and 9. Characters in the room can hear the bandit’s soft, retreating footfalls with a successful DC
dropped by a frightened adventurer. Roll percentile dice and consult the Trinkets table in chapter 5 of the Player’s Handbook to determine the trinket. Shields Sixty old shields hang on the walls; they
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Upon hearing creatures enter the area, the bandit retreats to warn its confederates in areas 6, 8, and 9. Characters in the room can hear the bandit’s soft, retreating footfalls with a successful DC
dropped by a frightened adventurer. Roll percentile dice and consult the Trinkets table in chapter 5 of the Player’s Handbook to determine the trinket. Shields Sixty old shields hang on the walls; they
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
spelljamming ship tries to enter the ship’s air envelope and stow away, remaining secluded and invisible until it finds a sleeping victim it can attack. It retreats rather than allows itself to perish in a
ft., passive Perception 15
Languages —
Challenge 5 (1,800 XP) Proficiency Bonus +3
Unusual Nature. The feyr doesn’t require air.
Actions
Multiattack. The feyr makes one Frightful Bite attack
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
spelljamming ship tries to enter the ship’s air envelope and stow away, remaining secluded and invisible until it finds a sleeping victim it can attack. It retreats rather than allows itself to perish in a
ft., passive Perception 15
Languages —
Challenge 5 (1,800 XP) Proficiency Bonus +3
Unusual Nature. The feyr doesn’t require air.
Actions
Multiattack. The feyr makes one Frightful Bite attack
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
spelljamming ship tries to enter the ship’s air envelope and stow away, remaining secluded and invisible until it finds a sleeping victim it can attack. It retreats rather than allows itself to perish in a
ft., passive Perception 15
Languages —
Challenge 5 (1,800 XP) Proficiency Bonus +3
Unusual Nature. The feyr doesn’t require air.
Actions
Multiattack. The feyr makes one Frightful Bite attack
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Flesh Warping When a creature fails a saving throw against the sibriex’s Warp Creature effect, you can roll percentile dice and consult the Flesh Warping table to determine an additional effect
Senses darkvision 120 ft., passive Perception 9
Languages understands Abyssal but can’t speak
Challenge 1/4 (50 XP)
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Flesh Warping When a creature fails a saving throw against the sibriex’s Warp Creature effect, you can roll percentile dice and consult the Flesh Warping table to determine an additional effect
Senses darkvision 120 ft., passive Perception 9
Languages understands Abyssal but can’t speak
Challenge 1/4 (50 XP)
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Flesh Warping When a creature fails a saving throw against the sibriex’s Warp Creature effect, you can roll percentile dice and consult the Flesh Warping table to determine an additional effect
Senses darkvision 120 ft., passive Perception 9
Languages understands Abyssal but can’t speak
Challenge 1/4 (50 XP)
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
more demons encounter the party and attack. Roll a d12 and consult the Demons table to determine what the characters meet. d20 Demons 1–2 2d4 barlguras 3–4 2d4 chasmes 5–6 1d4 hezrous 7–8 1d100 manes
. Roll a d6 and consult the Fungi table to determine what special type of fungi can be found here. If this encounter takes place in Araumycos’s domain, an overabundance of fungi cover all of the other cave
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
more demons encounter the party and attack. Roll a d12 and consult the Demons table to determine what the characters meet. d20 Demons 1–2 2d4 barlguras 3–4 2d4 chasmes 5–6 1d4 hezrous 7–8 1d100 manes
. Roll a d6 and consult the Fungi table to determine what special type of fungi can be found here. If this encounter takes place in Araumycos’s domain, an overabundance of fungi cover all of the other cave
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
more demons encounter the party and attack. Roll a d12 and consult the Demons table to determine what the characters meet. d20 Demons 1–2 2d4 barlguras 3–4 2d4 chasmes 5–6 1d4 hezrous 7–8 1d100 manes
. Roll a d6 and consult the Fungi table to determine what special type of fungi can be found here. If this encounter takes place in Araumycos’s domain, an overabundance of fungi cover all of the other cave
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
battle to the death, with the only restriction being that they can’t withdraw from the combat. Brief tactical retreats are permissible, but Vizeran’s ritual has filled the demon lords with the rage
battle between the demon lords shifts dangerously close to the characters. Roll a d6 and consult the Near Miss table to determine the result. d6 Event 1–2 Explosion. Each creature within 20 feet of a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
battle to the death, with the only restriction being that they can’t withdraw from the combat. Brief tactical retreats are permissible, but Vizeran’s ritual has filled the demon lords with the rage
battle between the demon lords shifts dangerously close to the characters. Roll a d6 and consult the Near Miss table to determine the result. d6 Event 1–2 Explosion. Each creature within 20 feet of a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
battle to the death, with the only restriction being that they can’t withdraw from the combat. Brief tactical retreats are permissible, but Vizeran’s ritual has filled the demon lords with the rage
battle between the demon lords shifts dangerously close to the characters. Roll a d6 and consult the Near Miss table to determine the result. d6 Event 1–2 Explosion. Each creature within 20 feet of a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
serpent armrests magically animate and bite anyone who sits on the throne or raises the seat’s lid. Each snake makes a single melee weapon attack (+8 to hit) and deals 3 (1d4 + 1) piercing damage on
underrated actress and singer. She isn’t able to control the golem once it goes berserk, and she retreats to area 7 if things turn bleak. 8c. Masters of Disguise Bandits. Sitting in chairs around a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
serpent armrests magically animate and bite anyone who sits on the throne or raises the seat’s lid. Each snake makes a single melee weapon attack (+8 to hit) and deals 3 (1d4 + 1) piercing damage on
underrated actress and singer. She isn’t able to control the golem once it goes berserk, and she retreats to area 7 if things turn bleak. 8c. Masters of Disguise Bandits. Sitting in chairs around a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
serpent armrests magically animate and bite anyone who sits on the throne or raises the seat’s lid. Each snake makes a single melee weapon attack (+8 to hit) and deals 3 (1d4 + 1) piercing damage on
underrated actress and singer. She isn’t able to control the golem once it goes berserk, and she retreats to area 7 if things turn bleak. 8c. Masters of Disguise Bandits. Sitting in chairs around a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chauntea, goddess of agriculture NG Life Sheaf of grain or a blooming rose over grain Cyric, god of lies CE Trickery White jawless skull on black or purple sunburst Deneir, god of writing NG Knowledge Lit
choose it.
A number of other deities, mostly evil ones, suggest the Death domain, which is detailed in the Dungeon Master’s Guide. Most clerics who choose this domain are evil NPCs, but if you want to worship a god of death, consult your Dungeon Master.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chauntea, goddess of agriculture NG Life Sheaf of grain or a blooming rose over grain Cyric, god of lies CE Trickery White jawless skull on black or purple sunburst Deneir, god of writing NG Knowledge Lit
choose it.
A number of other deities, mostly evil ones, suggest the Death domain, which is detailed in the Dungeon Master’s Guide. Most clerics who choose this domain are evil NPCs, but if you want to worship a god of death, consult your Dungeon Master.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chauntea, goddess of agriculture NG Life Sheaf of grain or a blooming rose over grain Cyric, god of lies CE Trickery White jawless skull on black or purple sunburst Deneir, god of writing NG Knowledge Lit
choose it.
A number of other deities, mostly evil ones, suggest the Death domain, which is detailed in the Dungeon Master’s Guide. Most clerics who choose this domain are evil NPCs, but if you want to worship a god of death, consult your Dungeon Master.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
segmented body remains buried. If detected, it sends electrical shocks through the ground toward pursuers while it retreats. Clockwork Bronze Scout
Medium Construct, Unaligned
Armor Class 13
Hit
has advantage on saving throws against spells and other magical effects.
Unusual Nature. The clockwork doesn’t require air, food, drink, or sleep.
Actions
Bite. Melee Weapon Attack: +5 to hit
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
segmented body remains buried. If detected, it sends electrical shocks through the ground toward pursuers while it retreats. Clockwork Bronze Scout
Medium Construct, Unaligned
Armor Class 13
Hit
has advantage on saving throws against spells and other magical effects.
Unusual Nature. The clockwork doesn’t require air, food, drink, or sleep.
Actions
Bite. Melee Weapon Attack: +5 to hit
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
segmented body remains buried. If detected, it sends electrical shocks through the ground toward pursuers while it retreats. Clockwork Bronze Scout
Medium Construct, Unaligned
Armor Class 13
Hit
has advantage on saving throws against spells and other magical effects.
Unusual Nature. The clockwork doesn’t require air, food, drink, or sleep.
Actions
Bite. Melee Weapon Attack: +5 to hit
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
he needs to travel more than a few hundred feet. Now that the dragoneye flower is blooming, Catacus and the other members of the Burning Circle urge the characters and townsfolk to brew the concoction
that the characters must coat their weapons in the concoction and injure the dragon with those weapons until he retreats to his lair and enters a magical slumber. (The dragon retreats when he has taken
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
he needs to travel more than a few hundred feet. Now that the dragoneye flower is blooming, Catacus and the other members of the Burning Circle urge the characters and townsfolk to brew the concoction
that the characters must coat their weapons in the concoction and injure the dragon with those weapons until he retreats to his lair and enters a magical slumber. (The dragon retreats when he has taken
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
he needs to travel more than a few hundred feet. Now that the dragoneye flower is blooming, Catacus and the other members of the Burning Circle urge the characters and townsfolk to brew the concoction
that the characters must coat their weapons in the concoction and injure the dragon with those weapons until he retreats to his lair and enters a magical slumber. (The dragon retreats when he has taken
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
characters first meet Vlonwelv and her retinue, roll a d20 and consult the following table: d20 Vlonwelv’s Location 1–5 Area 25b 6–15 Area 26 16–20 Area 27a Treasure. Vlonwelv wears two webbed
with its bite and claws. It wields the longsword with two hands and deals 7 (1d10 + 2) slashing damage on a hit. The troglodytes understand Undercommon but can’t speak it.






