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Returning 35 results for 'both bones devising current rolls'.
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Spells
Player’s Handbook
Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse.
On each of your
creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell rather than animating a new creature
Monsters
Monster Manual
condition. Wisdom Saving Throw: DC 10, any creature that starts its turn within 20 feet of the mouther while it is babbling. Failure: The target rolls 1d8;{"diceNotation":"1d8", "rollType":"roll
", "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
Magic Items
Dungeon Master’s Guide
. On a failed save, the creature dies and, if it is a Humanoid, turns into a Zombie.
Magic Weapon. You can wield the wand as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made
unoccupied spaces within 300 feet of you and obey your commands until they are destroyed or until the next dawn, when they collapse into inanimate piles of bones and rotting corpses. Once you use this
Animate Dead
Legacy
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Spells
Basic Rules (2014)
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead
creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature's game statistics).
On each of your turns, you can use a bonus action to mentally
Monsters
Mythic Odysseys of Theros
Blood Frenzy. The harpy has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Dark Devotion. The harpy has advantage on saving throws against being charmed or
upon travelers or claw open fresh graves, stripping bodies of riches and flesh. Then they carry back any treasures or appealing bones they find to reeking nests situated in cramped caves or rotten trees.
Monsters
Thieves’ Gallery
Daggersword Flourish with Cleansing Touch if it’s available.
Daggersword. Choose the attack that corresponds to the daggersword’s current form (see Daggersword Shift below):
Longsword. Melee
.
Daggersword Flourish. Choose the option that corresponds to the daggersword’s current form (see Daggersword Shift below):
Longsword. Xenk magically detaches the longsword’s blade from its
Troglodyte
Legacy
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Monsters
Monster Manual (2014)
hour.
Sunlight Sensitivity. While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The troglodyte makes three
in the shallow depths of the Underdark in a constant state of war against their neighbors and one another. They mark the borders of their territories with cracked bones and skulls, or with
Sword Wraith Commander
Legacy
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Monsters
Mordenkainen’s Tome of Foes
":"necrotic"} necrotic damage on a hit. If it does so, attack rolls against it have advantage until the start of its next turn.
Turning Defiance. The sword wraith and any other sword wraiths within 30 feet
":"piercing"} piercing damage.
Call to Honor (1/Day). To use this action, the sword wraith must have taken damage during the current combat. If the sword wraith can use this action, it gives itself advantage
Monsters
Planescape: Adventures in the Multiverse
Shadowy Form. While the darkweaver is in dim light or darkness, attack rolls against it are made with disadvantage unless the darkweaver has the incapacitated condition.
Spider Climb. The darkweaver
in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.Multiattack. The darkweaver makes two Shadow Web attacks and one Bite attack. It can use Reel after any of these
monsters
-rasque’s Necrotar Tongue, or by creatures that Ready an action for when the tar-rasque makes a Necrotar Tongue attack.
If the crystal is destroyed, the tar-rasque’s current hit points are
.
Primordial Awakening (Recharges after a Short or Long Rest). If the tar-rasque would be reduced to 0 hit points, its current hit point total instead resets to 262 hit points, it recharges its
Demilich
Legacy
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Monsters
Monster Manual (2014)
15 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its
the demilich’s skull and the dust from its other bones.
In its crypt, a demilich has access to lair actions and additional uses for its legendary actions. Its whole lair also has unique traits
Demilich (Variant)
Legacy
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Monsters
Monster Manual (2014)
throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the
disturb their lairs.
Demilich
The immortality granted to a lich lasts only as long as it feeds mortal souls to its phylactery. If it falters or fails in that task, its bones turn to dust until only
monsters
’s Necrotar Tongue, or by creatures that Ready an action for when the tar-rasque makes a Necrotar Tongue attack.
If the crystal is destroyed, the tar-rasque’s current hit points are
effects.
Primordial Awakening (Recharges after a Short or Long Rest). If the tar-rasque would be reduced to 0 hit points, its current hit point total instead resets to 155 hit points, it
monsters
-rasque’s Necrotar Tongue, or by creatures that Ready an action for when the tar-rasque makes a Necrotar Tongue attack.
If the crystal is destroyed, the tar-rasque’s current hit points are
.
Primordial Awakening (Recharges after a Short or Long Rest). If the tar-rasque would be reduced to 0 hit points, its current hit point total instead resets to 390 hit points and it recharges its
Monsters
Waterdeep: Dragon Heist
Assassinate. During his first turn, Urstul has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Urstul scores against a surprised creature is a critical hit.
Evasion
takes his orders from Manshoon's current Manshoon's Simulacrum;simulacrum, which comes and goes from House Gralhund by way of a teleportation circle (connected to the circle in Kolat Towers).
Urstul is a
Wand of Orcus
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
.
Made from bones as hard as iron, the wand is topped with a magically enlarged skull that once belonged to a human hero slain by Orcus. The wand can magically change in size to better conform to the
as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The wand deals an extra 2d12 necrotic damage on a hit.
Random Properties. The Wand of Orcus has the following random
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"piercing"} piercing damage. If the leucrotta scores a critical hit, it rolls the damage dice three times, instead of twice.
Hooves. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to
that can crush bones and lacerate flesh. These plates are so tough that a leucrotta can use them to peel plate armor away from the body of a slain knight.
A leucrotta’s stench would normally warn
Monsters
Guildmasters’ Guide to Ravnica
medusa has advantage on attack rolls against any creature that is surprised, and it deals an extra 10 (3d6);{"diceNotation":"3d6","rollType":"roll","rollAction":"Surprise Attack"} damage each time it hits
dreams of one day reclaiming control of the Golgari Swarm, or at least causing pain to its current guildmaster, Jarad Vod Savo (whose own sister displaced the medusas from their position).
Monsters
Icewind Dale: Rime of the Frostmaiden
vampire is restrained. Otherwise, it moves to attack what it perceives to be the closest source.
Repulsed by Perfume. The vampire has disadvantage on melee attack rolls made against any creature
rolls and ability checks.Multiattack (Vampire Form Only). The vampire makes two attacks: one with its bite and one with its claws.
Bite (Hyena or Vampire Form Only). Melee Weapon Attack: +8
Monsters
Planescape: Adventures in the Multiverse
Gray Wastes of Hades. Their gray, desiccated skin stretches over their bones, and their heads resemble horned equine skulls with ember-like eyes. Sages endlessly debate the nature of baernaloths, and
primal evil power before other yugoloths or that they come from an epoch before the current manifestation of the planes. Baernaloths refuse to say, but most obsess over secrets and obscene lore regarding
magic-items
Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these
magic-items
Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +2 bonus to attack and damage rolls you make with each of these
magic-items
Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these
magic-items
Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +2 bonus to attack and damage rolls you make with each of these
magic-items
Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these
magic-items
Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these
magic-items
Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these
magic-items
Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +2 bonus to attack and damage rolls you make with each of these
magic-items
Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these
magic-items
Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these
magic-items
Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +2 bonus to attack and damage rolls you make with each of these
magic-items
From the beak of the suneater owlbear is extracted its ability to absorb and redirect sunlight. The suneater’s bones imbue this item with the hard-headed arrogance unique to fey that prevents
: You know the flare * and light cantrips. When you cast the flare cantrip, you have a +2 bonus to your attack and damage rolls for the spell. Increase Radiant Absorption’s damage reduction to
Magic Items
Waterdeep: Dragon Heist
Forged by the archwizard Ahghairon, this intelligent battleaxe was crafted to defend Waterdeep. Its current wielder is a former member of Force Grey named Meloon Wardragon (see appendix B), but the
, electrum, and steel alloys whose edges constantly shimmer with a deep blue luminescence.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. The shield spell provides no
magic-items
Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these
magic-items
Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +2 bonus to attack and damage rolls you make with each of these