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Returning 35 results for 'boar being dagger claws race'.
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Monsters
Eberron: Rising from the Last War
equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.Multiattack. The changeling makes two attacks with its dagger.
Dagger. Melee or Ranged Weapon Attack: +4
;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger
Lamia
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
(any humanoid form), major image
3/day each: charm person, mirror image, scrying, suggestion
1/day: geasMultiattack. The lamia makes two attacks: one with its claws and one with its dagger or
":"damage","rollAction":"Claws","rollDamageType":"slashing"} slashing damage.
Dagger. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft
Sahuagin Baron
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
. The sahuagin makes three attacks: one with his bite and two with his claws or trident.
Bite. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Bite"} to hit, reach 5
ft., one target. Hit: 9 (2d4 + 4);{"diceNotation":"2d4+4","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.
Claws. Melee Weapon Attack: +7;{"diceNotation":"1d20+7
Sahuagin Priestess
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
)
3rd level (3 slots): mass healing word, tonguesMultiattack. The sahuagin makes two attacks: one with her bite and one with her claws.
Bite. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType
":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1);{"diceNotation":"1d4+1","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.
Claws. Melee
Alter Self
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a
, you can use your action to change your appearance in this way again.
Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal
Monsters
Curse of Strahd
. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage","rollAction":"Claws","rollDamageType":"slashing"} slashing damage. This attack is magical.
Dagger. Melee or Ranged Weapon Attack: +2
laughter
2nd level (2 slots): alter self, invisibilityClaws (Requires Alter Self). Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Claws"} to hit, reach 5 ft., one target
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollAction":"Lightning Lance", "rollDamageType":"lightning"} lightning damage on a failed save, or half as much damage on a successful one.Great herds of armanites race across the blasted fields of
claws and hooves, as well as their long, whiplike tails, to tear apart foes.
In the armies of demon lords, armanites perform the role of heavy cavalry, leading the charge and tearing into their enemies
Monsters
Guildmasters’ Guide to Ravnica
medusas of Ravnica, often called gorgons, are a monstrous race of creatures that appear superficially similar to human women. In place of hair, a gorgon has a writhing mass of black, serpentine
cables, and its hands are scaly claws.
The gaze of a medusa's glowing eyes causes living tissue to petrify. The transformation is rapid, leaving the victim as a stone statue, usually frozen in a position
Shifter
Legacy
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Species
Eberron: Rising from the Last War
Geth’s ancient heritage rose up from deep within him, spreading out from the core of his being. Some shifters manifested terrible claws, others massive fangs, still others astounding speed or
weretouched, as many believe they are the descendants of humans and lycanthropes. Whatever their origins, shifters have evolved into a unique race. They are humanoids with a bestial aspect; while they
Monsters
Mythic Odysseys of Theros
, without needing to make an ability check.
Web Walker. Arasta ignores movement restrictions caused by webbing.Multiattack. Arasta makes three attacks: one with her bite and two with her claws.
Bite
after regaining hit points, and is paralyzed while poisoned in this way.
Claws. Melee Weapon Attack: +14;{"diceNotation":"1d20+14","rollType":"to hit","rollAction":"Claws"} to hit, reach 5 ft., one
Dragonborn
Legacy
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Species
Basic Rules (2014)
proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the
, gold, or copper-green. They are tall and strongly built, often standing close to 6½ feet tall and weighing 300 pounds or more. Their hands and feet are strong, talonlike claws with three
Monsters
Mordenkainen Presents: Monsters of the Multiverse
span of an adult kruthik is roughly seven years.
Adult kruthiks grow spiky protrusions on their legs and can fling these dagger-sized spikes at enemies beyond the reach of their claws.
Kruthiks
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Swashbuckler Swashbuckler
Medium humanoid (any race), any non-lawful alignment
Armor Class 17 (leather armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft.
STR
12(+1)
DEX
18(+4
armor and wielding no shield, its AC includes its Charisma modifier.
Actions
Multiattack. The swashbuckler makes three attacks: one with a dagger and two with its rapier.
Dagger. Melee or Ranged
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Swashbuckler Swashbuckler
Medium humanoid (any race), any non-lawful alignment
Armor Class 17 (leather armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft.
STR
12(+1)
DEX
18(+4
armor and wielding no shield, its AC includes its Charisma modifier.
Actions
Multiattack. The swashbuckler makes three attacks: one with a dagger and two with its rapier.
Dagger. Melee or Ranged
Monsters
Mordenkainen Presents: Monsters of the Multiverse
target’s hands grow claws, which can be used as dagger;daggers.
16–20
One of the target’s legs grows longer than the other, reducing its walking speed by 10 feet.
21&ndash
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Astral Adventurer’s Guide for ship descriptions). Creatures marked with an asterisk (*) appear in this book; the rest are described in the Monster Manual. Any creature marked with a dagger (†) can serve
as a spelljammer because it is a spellcaster. If a Humanoid has no specified race, it can be of any race you choose.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, rarely staying in one place for too long. Swashbuckler
Medium humanoid (any race), any non-lawful alignment
Armor Class 17 (leather armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft.
STR
12(+1
wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.
Actions
Multiattack. The swashbuckler makes three attacks: one with a dagger and two with its rapier
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. If the characters investigate the interior of the kennels, they find a disturbing altar. At the back of the kennels, three boar spears have been lashed together in a rough and strong tripod. An animal
carcass hangs from the tripod by a rope: probably a young boar, though the flies make it hard to tell. Beneath it is a bowl circled by runes written in blood.
The runes are written in Giant. Trepsin
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
education in the ways of magic. Apprentice Wizard
Medium humanoid (any race), any alignment
Armor Class 10
Hit Points 9 (2d8)
Speed 30 ft.
STR
10(+0)
DEX
10(+0)
CON
10(+0
will): fire bolt, mending, prestidigitation
1st level (2 slots): burning hands, disguise self, shield
Actions
Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
makes two attacks: one with its claws and one with its dagger or Intoxicating Touch.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.
Dagger
villages, concealed by the lamia’s magic as they attack. A lamia has a beautiful humanoid upper body that merges into a powerful four-legged leonine form. Its vicious black claws speak to its
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Bandit Captain Bandit Captain
Medium humanoid (any race), any non-lawful alignment
Armor Class 15 (studded leather)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
15(+2)
DEX
16(+3
two languages
Challenge 2 (450 XP)
Actions
Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
interior of the kennels, they find a disturbing altar. At the back of the kennels, three boar spears have been lashed together in a rough and strong tripod. An animal carcass hangs from the tripod by a
rope: probably a young boar, though the flies make it hard to tell. Beneath it is a bowl circled by runes written in blood. The runes are written in Giant. Trepsin is a follower of the demon lord
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Shifters Geth’s ancient heritage rose up from deep within him, spreading out from the core of his being. Some shifters manifested terrible claws, others massive fangs, still others astounding speed
features—a state they call shifting. Whatever their origins, shifters have evolved into a unique race. A shifter walks on the knife’s edge between the wilds and the world around them. Do they embrace their primal instincts or the path of civilization?
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Shifters Geth’s ancient heritage rose up from deep within him, spreading out from the core of his being. Some shifters manifested terrible claws, others massive fangs, still others astounding speed
many believe they are the descendants of humans and lycanthropes. Whatever their origins, shifters have evolved into a unique race. They are humanoids with a bestial aspect; while they can’t fully
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Tabaxi Traits As a tabaxi, you have the following racial traits.
Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose the size when you select this race.
Speed
. Your walking speed is 30 feet, and you have a climbing speed equal to your walking speed.
Cat’s Claws. You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Tortle Traits As a tortle, you have the following racial traits. Creature Type. You are a Humanoid. Size. You are Medium or Small. You choose the size when you select this race. Speed. Your walking
speed is 30 feet. Claws. You have claws that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
not or claims not to know anything of the captain’s colorful reputation. Bandit Captain
Medium humanoid (any race), any non-lawful alignment
Armor Class 15 (studded leather)
Hit Points 65 (10d8
with its dagger. Or the captain makes two ranged attacks with its daggers.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Dagger. Melee or Ranged
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Changeling Changelings are a humanoid race of shapechangers who conceal their true identities behind false faces. Their gifts of mimicry allow them to appear as members of any humanoid culture
. The changeling makes two attacks with its dagger.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Unsettling Visage
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
dinosaurs are stoutly muzzled and have their claws and horns blunted in all but the unchained race. The four-legged race is dominated by young ankylosauruses and triceratopses, but dimetrodons have also
harbor and the city’s four hills. Spectators are seldom injured, but it’s a dangerous sport for the dinosaurs and their riders. A typical race day has three races: one for four-legged beasts, one for
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Armanite Great herds of armanites race across the blasted fields of the Abyss, bent on slaughter and death, driven by unrestrained bloodlust. Whether being controlled by more powerful demons or
charging into battle for the sake of it, armanites use their claws, hooves, and long, whiplike tails to tear apart their foes. Live for War. In the armies of the demon lords, armanites perform the role of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
of every race found across Khorvaire. Halflings, elves, and gnomes all have a significant presence in the city, but even kalashtar and changelings have communities in Sharn. Beyond the permanent
the grandest city in Eberron. Sharn stands above the Dagger River and its eastern tributary, the Hilt. It’s an important port for anyone dealing with Aerenal, Xen’drik, or Sarlona. Mountains line the
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Monsters B - E Bandit Captain
Medium humanoid (any race), any non-lawful alignment
Armor Class 15 (studded leather)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
15(+2)
DEX
16(+3
two languages
Challenge 2 (450 XP)
Actions
Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Archmage Archmage
Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 99 (18d8 + 18)
Speed 30 ft.
STR
10(+0)
DEX
14(+2)
CON
12(+1
slot): time stop
*The archmage casts these spells on itself before combat.
Actions
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Fanatic
Medium humanoid (any race), any non-good alignment
Armor Class 13 (leather armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1
, shield of faith
2nd level (3 slots): hold person, spiritual weapon
Actions
Multiattack. The fanatic makes two melee attacks.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Cult Fanatic Cult Fanatic
Medium humanoid (any race), any non-good alignment
Armor Class 13 (leather armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft.
STR
11(+0)
DEX
14(+2)
CON
, inflict wounds, shield of faith
2nd level (3 slots): hold person, spiritual weapon
Actions
Multiattack. The fanatic makes two melee attacks.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.






