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Returning 35 results for 'bone bow doesn current rolling'.
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Monsters
Monster Manual
", "rollDamageType":"Piercing"} Piercing damage.
Bone Bow. Ranged Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Bone Bow"}, range 150/600 ft. Hit: 6 (1d10 + 1);{"diceNotation
":"1d10+1", "rollType":"damage", "rollAction":"Bone Bow", "rollDamageType":"Piercing"} Piercing damage.Rampage (1/Day). Immediately after dealing damage to a creature that is already Bloodied, the gnoll moves up to half its Speed, and it makes one Rend attack.
Magic Items
Dungeon Master’s Guide
on the save. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn’t age and doesn’t need to
commands even if it doesn’t know the language in which the commands are given. If you issue no commands or give the creature a command that is likely to result in its death or imprisonment, it
Monsters
Stranger Things: Welcome to the Hellfire Club
", "rollDamageType":"Piercing"} Piercing damage.
Bone Bow. Ranged Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Bone Bow"}, range 150/600 ft. Hit: 6 (1d10 + 1);{"diceNotation
":"1d10+1", "rollType":"damage", "rollAction":"Bone Bow", "rollDamageType":"Piercing"} Piercing damage.Fiend in Feral Flesh
Gnoll warriors crave endless slaughter but quickly grow bored with the prey
Monsters
Monster Manual
Aberrant Ground. The ground in a 10-foot Emanation originating from the mouther is Difficult Terrain.
Gibbering. The mouther babbles incoherently while it doesn’t have the Incapacitated
", "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
Spells
Player’s Handbook
You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction
or a plane that doesn’t border it, such as one of the Outer Planes.
Using a Higher-Level Spell Slot. You can target up to three willing creatures (including yourself) for each spell slot level above 7. The creatures must be within 10 feet of you when you cast the spell.
Magic Items
Dungeon Master’s Guide
.
Every Moonblade longs for a bearer whose disposition and goals are compatible with its own. If you try to attune to a Moonblade that doesn’t want you as its bearer, the weapon not only
rolling on the Moonblade Properties table.
Minor Property. In addition to its aforementioned properties, each Moonblade has a minor property determined by rolling on the Magic Item’s Minor
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
roll for a spell you cast against a Fiend, you use the maximum possible result instead of rolling.
Random Properties. The Artifact has the following random properties (see “Artifacts” in
Monsters
Forgotten Realms: Adventures in Faerûn
":"Explosive Core", "rollDamageType":"Fire"} Fire damage.
Rolling Mass. The spore doesn’t need to expend extra movement to move through Difficult Terrain.Multiattack. The spore makes four Tendril
Monsters
Vecna: Eve of Ruin
multiple flying creatures. Despite their name, bone rocs aren’t always reanimated skeletons of rocs. You may customize a bone roc by rolling on the Bone Roc Sources table to determine the type of
attacks.
5
Pteranodon. The bone roc doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
6
Roc. The bone roc’s size is Gargantuan, and its flying speed is 120 feet. Its Hit Dice remain unchanged.
PoisonBludgeoning
Monsters
Forgotten Realms: Adventures in Faerûn
. 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
;ve outlived their usefulness. Manshoon doesn’t care who suffers so long he’s able to crush his many enemies and force his subjects into paranoid and eager obedience.
History
The
Monsters
Planescape: Adventures in the Multiverse
Multiattack. The musteval makes two Bone Blade attacks.
Bone Blade. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bone Blade"} to hit, reach 5 ft., one target
. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3", "rollType":"damage", "rollAction":"Bone Blade", "rollDamageType":"slashing"} slashing damage plus 3 (1d6);{"diceNotation":"1d6", "rollType":"damage
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
hits or misses a target.
Irradiation. A creature that takes radiant damage from this bow becomes magically marked for 1 hour. During this time, it leaves an invisible trail that can be seen by
Equipment
grappling jaws built into its bow, a lamprey ship can attach itself to another ship, which is a critical feature during boarding actions. Other standard weapons include four ballistae on the main deck.
A
lamprey can float on water, though it can’t land safely on the ground. Lamprey ships that land on the ground have the distressing habit of rolling over, as more than a few crews have discovered to their dismay.
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
hits or misses a target.
Irradiation. A creature that takes radiant damage from this bow becomes magically marked for 1 hour. During this time, it leaves an invisible trail that can be seen by creatures with truesight or creatures using the detect magic spell. The trail fades after 1 hour.
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
hits or misses a target.
Irradiation. A creature that takes radiant damage from this bow becomes magically marked for 1 hour. During this time, it leaves an invisible trail that can be seen by
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"Master of the Grave"} hit points whenever it starts its turn there.
Unusual Nature. The skull lord doesn’t require air, food, drink, or sleep.Multiattack. The skull lord makes three Bone Staff or
Deathly Ray attacks.
Bone Staff. Melee Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Bone Staff"} to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3);{"diceNotation
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
hits or misses a target.
Irradiation. A creature that takes radiant damage from this bow becomes magically marked for 1 hour. During this time, it leaves an invisible trail that can be seen by
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
hits or misses a target.
Irradiation. A creature that takes radiant damage from this bow becomes magically marked for 1 hour. During this time, it leaves an invisible trail that can be seen by creatures with truesight or creatures using the detect magic spell. The trail fades after 1 hour.
Monsters
Storm King's Thunder
dreaming up new lyrics to entertain the inn’s other guests. Oren likes to stir up trouble from time to time, but he doesn’t have a mean bone in his body.
Ideal: “Music is food for the
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
hits or misses a target.
Irradiation. A creature that takes radiant damage from this bow becomes magically marked for 1 hour. During this time, it leaves an invisible trail that can be seen by
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
hits or misses a target.
Irradiation. A creature that takes radiant damage from this bow becomes magically marked for 1 hour. During this time, it leaves an invisible trail that can be seen by
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
hits or misses a target.
Irradiation. A creature that takes radiant damage from this bow becomes magically marked for 1 hour. During this time, it leaves an invisible trail that can be seen by
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
hits or misses a target.
Irradiation. A creature that takes radiant damage from this bow becomes magically marked for 1 hour. During this time, it leaves an invisible trail that can be seen by creatures with truesight or creatures using the detect magic spell. The trail fades after 1 hour.
Magic Items
Icewind Dale: Rime of the Frostmaiden
certain type of creature, which is determined by rolling on the Lantern of Tracking table. Once determined, this creature type can’t be changed. While the lantern is within 300 feet of any creature of
that type, its flame turns bright green. The lantern doesn’t pinpoint the creature’s exact location, however.
Lantern of Tracking
d10
Creature Type
1
lantern-of
Monsters
Fizban's Treasury of Dragons
saving throws against spells and other magical effects.
Unusual Nature. The golem doesn’t require air, food, drink, or sleep.Multiattack. The golem makes one Pinion attack and two Rend attacks
bones’ inherent magic. Most dragon bone golems are created by powerful dragons from the bones of vanquished rivals. Each bone is etched with intricate glyphs that allow animating power to flow
Monsters
Spelljammer: Adventures in Space
eschew armor. Although thri-kreen don’t need to sleep, they do require periods of inactivity to revitalize themselves.
The Thri-kreen language doesn’t employ words in the usual sense. To
of bone and obsidian blades, while chatkchas are usually made of sharpened bone or crystal.
A generic thri-kreen stat block appears in the Monster Manual. This section provides a few more options.Leap. The thri-kreen leaps up to 20 feet in any direction, provided its speed isn’t 0.
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
hits or misses a target.
Irradiation. A creature that takes radiant damage from this bow becomes magically marked for 1 hour. During this time, it leaves an invisible trail that can be seen by
Monsters
Spelljammer: Adventures in Space
themselves.
The Thri-kreen language doesn’t employ words in the usual sense. To demonstrate emotion and reaction, thri-kreen clack their mandibles and wave their antennae, indicating to other
chatkcha (a flat, triangular wedge with three serrated blades). Gythkas typically have shafts of bone and obsidian blades, while chatkchas are usually made of sharpened bone or crystal.
A generic thri
Monsters
Spelljammer: Adventures in Space
revitalize themselves.
The Thri-kreen language doesn’t employ words in the usual sense. To demonstrate emotion and reaction, thri-kreen clack their mandibles and wave their antennae
weapon called a chatkcha (a flat, triangular wedge with three serrated blades). Gythkas typically have shafts of bone and obsidian blades, while chatkchas are usually made of sharpened bone or crystal.
A
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
hits or misses a target.
Irradiation. A creature that takes radiant damage from this bow becomes magically marked for 1 hour. During this time, it leaves an invisible trail that can be seen by
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
hits or misses a target.
Irradiation. A creature that takes radiant damage from this bow becomes magically marked for 1 hour. During this time, it leaves an invisible trail that can be seen by
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
hits or misses a target.
Irradiation. A creature that takes radiant damage from this bow becomes magically marked for 1 hour. During this time, it leaves an invisible trail that can be seen by
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
hits or misses a target.
Irradiation. A creature that takes radiant damage from this bow becomes magically marked for 1 hour. During this time, it leaves an invisible trail that can be seen by
Monsters
Bigby Presents: Glory of the Giants
by dealing 15 or more slashing damage to it on one attack. Cutting the root doesn’t hurt the cradle but ends the grapple.
Rolling Hills (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge
", "rollAction":"Rolling Hills"}. The cradle magically creates a wave of dirt that extends from a point on the ground within 120 feet of itself. The wave is up to 30 feet long, up to 30 feet tall, and
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
hits or misses a target.
Irradiation. A creature that takes radiant damage from this bow becomes magically marked for 1 hour. During this time, it leaves an invisible trail that can be seen by creatures with truesight or creatures using the detect magic spell. The trail fades after 1 hour.