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Returning 35 results for 'both before defends can rapier'.
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Monsters
Monster Manual
Multiattack. The pirate makes three attacks, using Rapier or Pistol in any combination.
Rapier. Melee Attack Roll: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Rapier"}, reach 5 ft
. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction":"Rapier", "rollDamageType":"Piercing"} Piercing damage, and the pirate has Advantage on the next attack roll it makes
Monsters
Monster Manual
Multiattack. The spy makes three attacks, using Rapier or Hand Crossbow in any combination.
Rapier. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Rapier"}, reach
5 ft. Hit: 14 (2d8 + 5);{"diceNotation":"2d8+5", "rollType":"damage", "rollAction":"Rapier", "rollDamageType":"Piercing"} Piercing damage plus 7 (2d6);{"diceNotation":"2d6", "rollType":"damage
Monsters
Monster Manual
Amphibious. The bullywug can breathe air and water.
Speak with Frogs and Toads. The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug.Insectile Rapier. Melee
", "rollDamageType":"Piercing"} Piercing damage plus 2 (1d4);{"diceNotation":"1d4", "rollType":"damage", "rollAction":"Insectile Rapier", "rollDamageType":"Poison"} Poison damage.Leap. The bullywug can jump up to 30 feet by spending 10 feet of movement.
Magic Items
Dungeon Master’s Guide
While this weapon is on your person, you understand the nonwritten communication of all Fey, and they understand yours.
Secret Message. As a Magic action, you can use the weapon to cast Message
. Once this property is used, it can’t be used again until the next dawn.
Weapons
Name
Damage
Properties
Mastery
Sylvan Talon Dagger
1d4 Piercing
Finesse, Light, Thrown (Range 20
Magic Items
Dungeon Master’s Guide
. If you fail to command it, the djinni defends itself against attackers but takes no other actions.
After the djinni departs, it can’t be summoned again for 24 hours, and the ring becomes
While wearing this ring, you can take a Magic action to summon a particular Djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of yourself
Magic Items
Dungeon Master’s Guide
location. Absent commands from you, the snake defends itself.
As a Bonus Action, you can command the snake to revert to staff form in its current space, and you can’t use the staff's property again
As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a Giant Constrictor Snake in that space. The snake is under your
Magic Items
Dungeon Master’s Guide
regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one Swarm of Rats with each expended charge if
you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next
Magic Items
Dungeon Master’s Guide
While holding this brass-stoppered iron flask, you can take a Magic action to target a creature that you can see within 60 feet of yourself. If the flask is empty and the target is native to a plane
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
Magic Items
Dungeon Master’s Guide
you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the
figurine form. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.
Figurine
Monsters
Forgotten Realms: Adventures in Faerûn
Fey Ancestry. The drow has Advantage on saving throws it makes to avoid or end the Charmed condition, and magic can’t put the drow to sleep.
Sunlight Sensitivity. While in sunlight, the drow
has Disadvantage on attack rolls.Rapier. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Rapier"}, reach 5 ft. Hit: 6 (1d8 + 2);{"diceNotation":"1d8+2", "rollType
Magic Items
Netheril’s Fall
This Tiny tuning fork crackles with harmless, multicolored magical energy. As a Magic action, you can tap the fork against any object to summon an Eldritch Eddy (see appendix B). The eddy appears in
an unoccupied space as close to you as possible. The eddy is Friendly to you and your allies, and it obeys your commands. If you fail to command it, the eddy defends itself against attackers but takes
Noble
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Rapier. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Rapier"} to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage
","rollAction":"Rapier","rollDamageType":"piercing"} piercing damage.Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"damage", "rollAction":"Rapier", "rollDamageType":"force"} force damage.
Bewildering Word. The warlock utters a magical bewilderment, targeting one creature it can see within 60 feet of it. The
Multiattack. The warlock makes two Rapier attacks, or it uses Bewildering Word twice.
Rapier. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Rapier"} to hit
Monsters
Vecna: Eve of Ruin
":"6d6","rollType":"damage","rollAction":"Chromatic Rapier","rollDamageType":"poison"} damage (Windfall’s choice).
Dragon’s Fury. Windfall targets one creature she can see within 60 feet of
incapacitated condition or has a speed of 0.
Legendary Resistance (3/Day). If Windfall fails a saving throw, she can choose to succeed instead.
Special Equipment. Windfall wears an iridescent magic coat that
Swashbuckler
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
Lightfooted. The swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns.
Suave Defense. While the swashbuckler is wearing light or no armor and wielding no shield
, its AC includes its Charisma modifier.Multiattack. The swashbuckler makes three attacks: one with a dagger and two with its rapier.
Dagger. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6
Monsters
Ghosts of Saltmarsh
Hold Breath. Sauriv can hold his breath for 15 minutes.
Fading Eyesight. Sauriv has disadvantage on all Wisdom (Perception) checks.Rapier. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType
":"to hit","rollAction":"Rapier"} to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage","rollAction":"Rapier","rollDamageType":"piercing"} piercing damage.Parry
Monsters
Ghosts of Saltmarsh
attacks). Mr. Dory can innately cast the following spells, requiring no material components:
At will: detect magic, detect thoughts, invisibility (self only)
2/day each: fear, fireball, fly
1/day each
":"damage","rollAction":"Water Dependency","rollDamageType":"acid"} acid damage at the end of every hour he goes without exposure to water.Multiattack. Mr. Dory makes three attacks with his rapier
Monsters
Princes of the Apocalypse
Fey Ancestry. Windharrow has advantage on saving throws against being charmed, and magic can’t put him to sleep.
Spellcasting. Windharrow is an 8th-level spellcaster. His spellcasting ability
, sending, tongues
4th level (2 slots): confusion, dimension doorMultiattack. Windharrow makes two melee attacks.
Rapier. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit
Monsters
Ghosts of Saltmarsh
Amphibious. The salvager can breathe air and water.Multiattack. The salvager makes two attacks with its coral rapier.
Coral Rapier. Melee Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit
","rollAction":"Coral Rapier"} to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2);{"diceNotation":"1d8+2","rollType":"damage","rollAction":"Coral Rapier","rollDamageType":"piercing"} piercing damage.
Inject
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Suave Defense. While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.Multiattack. The swashbuckler makes one Dagger attack and two Rapier
);{"diceNotation":"1d4+4", "rollType":"damage", "rollAction":"Dagger", "rollDamageType":"piercing"} piercing damage.
Rapier. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction
Monsters
Waterdeep: Dragon Heist
Rapier. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Rapier"} to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage
","rollAction":"Rapier","rollDamageType":"piercing"} piercing damage.Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a
Monsters
Waterdeep: Dragon Heist
":"Rapier"} to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage","rollAction":"Rapier","rollDamageType":"piercing"} piercing damage.Parry. The noble adds 2 to its AC
, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners. The noble's statistics can also be used to represent courtiers who aren't of noble birth.
Monsters
Guildmasters’ Guide to Ravnica
Cunning Action. On each of its turns, the thought spy can use a bonus action to take the Dash, Disengage, or Hide action.
Innate Spellcasting (Psionics). The thought spy's innate spellcasting ability
is Intelligence (spell save DC 13). The thought spy can innately cast the following spells, requiring no components:
At will: charm person, disguise self, encode thoughts (see chapter 2)
1/day each
Monsters
Waterdeep: Dragon Heist
ring of truth telling (see appendix A). He wields a rapier, +3 and carries a portable hole and a wand of web. His hat is adorned with a feather of diatryma summoning (see appendix A).
Evasion. If he is
spellcasting ability is Charisma (spell save DC 17, +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). He can innately cast the following
Monsters
Waterdeep: Dragon Heist
Rapier. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Rapier"} to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage
","rollAction":"Rapier","rollDamageType":"piercing"} piercing damage.Parry. Yalah adds 2 to her AC against one melee attack that would hit her. To do so, Yalah must see the attacker and be wielding a melee
Monsters
Tales from the Yawning Portal
who enter her throne room, and in fact is looking for some help from a group of outsiders that can help her contend with the goblins that live nearby. But if she or any other kobolds are threatened or set upon, Yusdrayl defends herself and her tribe as fiercely as she can.
Monsters
Candlekeep Mysteries
Fey Ancestry. Faerl has advantage on saving throws against being charmed, and magic can’t put him to sleep.Rapier. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit
","rollAction":"Rapier"} to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage","rollAction":"Rapier","rollDamageType":"piercing"} piercing damage.Parry. Faerl adds 2 to
Monsters
Waterdeep: Dragon Heist
Cunning Action. On each of her turns, the Black Viper can use a bonus action to take the Dash, Disengage, or Hide action.
Evasion. If the Black Viper is subjected to an effect that allows her to make
Viper makes three attacks with her rapier.
Rapier. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Rapier"} to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4
Monsters
Acquisitions Incorporated
with his shortsword and two attacks with his rapier.
+1 Shortsword. Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"1 Shortsword"} to hit, reach 5 ft., one target
. Hit: 9 (1d6 + 6);{"diceNotation":"1d6+6","rollType":"damage","rollAction":"1 Shortsword","rollDamageType":"piercing"} piercing damage.
Rapier. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType
Monsters
Guildmasters’ Guide to Ravnica
Counterflux Overcast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Counterflux Overcast"}. The blastseeker can create an additional effect immediately after casting a spell
). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesn’t function for others:
3/day each: enlarge/reduce, mage armor (self only
Monsters
Storm King's Thunder
As long as Lord Drylund and Slarkrethel are on the same plane of existence, Lord Drylund is considered to be within range of the kraken's telepathy. While this telepathic link exists, Slarkrethel can
","rollAction":"Rapier"} to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage","rollAction":"Rapier","rollDamageType":"piercing"} piercing damage.Parry. The noble
Monsters
Infernal Machine Rebuild
Earth Walk. Seodra can move across difficult terrain made of stone without expending extra movement.
Treasure Sense. Seodra can pinpoint, by scent, the location of precious metals and stones, such as
coins and gems, within 60 feet of her.Rapier. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Rapier"} to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1
Monsters
Guildmasters’ Guide to Ravnica
Multiattack. The vampire makes three melee attacks, only one of which can be a bite attack.
Bite. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Bite"} to hit
reduced to 0.
Rapier. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Rapier"} to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4);{"diceNotation":"1d8+4","rollType
Monsters
The Wild Beyond the Witchlight
Speak with Beasts and Plants. Amidor can communicate with Beasts and Plants as if it shared a language with them.Rapier. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit
","rollAction":"Rapier"} to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2);{"diceNotation":"1d8+2","rollType":"damage","rollAction":"Rapier","rollDamageType":"piercing"} piercing damage.
Seed Sling. Ranged
Monsters
Out of the Abyss
Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.
Creatures
inside the cube can be seen but have total cover.
A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength






