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Returning 35 results for 'both both deals cat race'.
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Monsters
Acquisitions Incorporated
Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.
Relative Size. Any damage Onyx would take is reduced to 0. She has advantage on ability checks and saving throws
.
Dealing with Onyx. Onyx cannot be overcome or killed by combat. Any weapon attack against her that hits AC 12 makes contact but deals no lasting damage. However, if the attack would deal 10 or more
Monsters
Spelljammer: Adventures in Space
. The comet deals double damage to objects and structures.
Unusual Nature. The comet doesn’t require air, food, drink, or sleep.Multiattack. The comet makes one Slam attack and one Spit Fire
, and other unsuspecting targets to destroy.
A murder comet’s creator can bind their spirit to the comet. In this form, the comet’s creator becomes ageless and immortal, free to race across
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
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
Monsters
Curse of Strahd
Angelic Weapons. The Abbot's weapon attacks are magical. When the Abbot hits with any weapon, the weapon deals an extra 4d8;{"diceNotation":"4d8","rollType":"damage","rollAction":"Angelic Weapons
meant to be perfect. They didn't want to be ordinary humans. They wanted the eyes of a cat, wings to fly like a bat, the strength of a mule, and the guile of a snake. In short, they craved bestial
Magic Items
Tasha’s Cauldron of Everything
Cats of Uldun-dar (ivory cat molar)
9 cat;cats
The tooth has 8 charges. As an action, you can expend 1 charge to cast the revivify spell from the tooth. If you are dead at the start of your turn, the
vampire fang)
1 vampire
You can make a bite attack as an unarmed strike. On a hit, it deals 1d6 piercing damage plus 3d6 necrotic damage. You regain a number of hit points equal to the necrotic damage
Arrow of Slaying
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra
6d10 piercing damage on a failed save, or half as much extra damage on a successful one.
Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.
Other types of
Species
Mordenkainen Presents: Monsters of the Multiverse
Created by the Cat Lord—a divine being of the Upper Planes—to blend the qualities of humanoids and cats, tabaxi are a varied people in both attitude and appearance. In some lands, tabaxi
live like the cats they resemble, naturally curious and at home in playful environments. In other places, tabaxi live as other folk do, not exhibiting the feline behavior the Cat Lord intended
Eye and Hand of Vecna
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
transforms into a golden eye with a slit for a pupil, much like that of a cat. If the eye is ever removed, you die.
To attune to the hand, you must lop off your left hand at the wrist and the press
with a weapon held by it, deals an extra 2d8 cold damage on a hit.
The hand has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Chapter 2: Character Races Heroes come in many shapes and sizes. This chapter presents character races that are some of the more distinctive race options in the D&D multiverse. They supplement the
consider the implications for their world before adding a new race. Your DM may say yes or no to you using a race or may modifiy it in some way. The following races are detailed in this chapter: Aasimar
Shifter
Legacy
This doesn't reflect the latest rules and lore.
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Species
Eberron: Rising from the Last War
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
names” with strangers. These are usually tied to a physical or personality trait.
Shifter Names: Badger, Bear, Cat, Fang, Grace, Grim, Moon, Rain, Red, Scar, Stripe, Swift, Talon, Wolf
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17
Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. Once an arrow of slaying deals its extra damage to a creature, it
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17
Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. Once an arrow of slaying deals its extra damage to a creature, it
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Spy Spy
Medium humanoid (any race), any alignment
Armor Class 12
Hit Points 27 (6d8)
Speed 30 ft.
STR
10(+0)
DEX
15(+2)
CON
10(+0)
INT
12(+1)
WIS
14(+2
Challenge 1 (200 XP)
Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage
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->Monsters of the Multiverse
you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike. Wind Caller. Starting at 3rd level, you can cast the
using any spell slots you have of 2nd level or higher. Intelligence, Wisdom, or Charisma is your spellcasting ability for it when you cast gust of wind with this trait (choose when you select this race).
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Medium humanoid (any race), chaotic neutral
Armor Class 13 (hide armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR
14(+2)
DEX
13(+1)
CON
12(+1)
INT
9(−1)
WIS
11(+0
anarch can move up to its speed toward a hostile creature it can see.
Siege Monster. The anarch deals double damage to objects and structures.
Actions
Spiked Club. Melee Weapon Attack: +4 to hit
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
race), chaotic neutral
Armor Class 14 (piecemeal armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft., climb 30 ft.
STR
10(+0)
DEX
15(+2)
CON
12(+1)
INT
10(+0)
WIS
14
. The stalker deals double damage to objects and structures.
Actions
Multiattack. The stalker makes three attacks with its shortsword.
Shortsword. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
[Tooltip Not Found]
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->Monster Manual (2014)
spies would rather die than divulge information that could compromise them or their employers. Spy
Medium humanoid (any race), any alignment
Armor Class 12
Hit Points 27 (6d8)
Speed 30 ft
Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
feet. Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming
attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Half-Blue Dragon Gladiator Half-Blue Dragon Gladiator
Medium humanoid (any race), any alignment
Armor Class 16 (studded leather, shield)
Hit Points 112 (15d8 + 45)
Speed 30 ft.
STR
18
. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).
Actions
Multiattack. The gladiator makes three melee attacks or two ranged attacks
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
who command huge fees but rarely fight to the death. Gladiator
Medium humanoid (any race), any alignment
Armor Class 16 (studded leather, shield)
Hit Points 112 (15d8 + 45)
Speed 30 ft.
STR
weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).
Actions
Multiattack. The gladiator makes three melee attacks or two ranged attacks.
Spear. Melee or
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Master Thief Master Thief
Medium humanoid (any race), any alignment
Armor Class 16 (studded leather)
Hit Points 84 (13d8 + 26)
Speed 30 ft.
STR
11(+0)
DEX
18(+4)
CON
14
saving throw, and only half damage if it fails.
Sneak Attack (1/Turn). The thief deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Assassin Assassin
Medium humanoid (any race), any non-good alignment
Armor Class 15 (studded leather)
Hit Points 78 (12d8 + 24)
Speed 30 ft.
STR
11(+0)
DEX
16(+3)
CON
14
take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak Attack (1/Turn). The assassin deals an extra 14 (4d6) damage
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Master Thief Master Thief
Medium humanoid (any race), any alignment
Armor Class 16 (studded leather)
Hit Points 84 (13d8 + 26)
Speed 30 ft.
STR
11(+0)
DEX
18(+4)
CON
14
saving throw, and only half damage if it fails.
Sneak Attack (1/Turn). The thief deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Master Thief Master Thief
Medium humanoid (any race), any alignment
Armor Class 16 (studded leather)
Hit Points 84 (13d8 + 26)
Speed 30 ft.
STR
11(+0)
DEX
18(+4)
CON
14
saving throw, and only half damage if it fails.
Sneak Attack (1/Turn). The thief deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Assassin Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them. Assassin
Medium humanoid (any race), any
instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak Attack (1/Turn). The assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
then tumbling 20 feet to the floor in area M14. The treacherous fall deals 14 (4d6) bludgeoning damage, and if the orrery is operational, the creature takes lightning damage as well (see area M14 for
Basket and Toys. The wicker basket belonged to Endelyn’s missing cat, Gloam, which the characters might have found in chapter 2. Harmless cat toys (three tiny, stuffed birds from Bavlorna and three tiny
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Duergar Spy Combining the natural abilities of the duergar race with the specialized training of a spy, the duergar named Ghared is a force to be reckoned with inside Khundrukar (The Forge of Fury
Rest). The spy magically turns invisible until it attacks, deals damage, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the spy wears or carries is invisible with it.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
can bind their spirit to the comet. In this form, the comet’s creator becomes ageless and immortal, free to race across Wildspace without need for air, sleep, or sustenance. The murder comet’s face
additional 30 feet.
Siege Monster. The comet deals double damage to objects and structures.
Unusual Nature. The comet doesn’t require air, food, drink, or sleep.
Actions
Multiattack. The comet
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
devices produce explosions, but all the most interesting ones (from the Izzet perspective) do. Cosmotronic Blastseeker
Medium humanoid (any race), chaotic neutral
Armor Class 15 (chain shirt
., one target. Hit: 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 + 2) bludgeoning damage if used with two hands.
[Tooltip Not Found]
Counterflux Blastseeker
Medium humanoid (any race), chaotic neutral
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
another leader — one who is loyal to the Old Ways — will arise among the Gruul before the End-Raze begins.
Druid of the Old Ways
Medium humanoid (any race), chaotic neutral
Armor Class 14 (hide
Skills Nature +3, Perception +8, Survival +8
Senses passive Perception 18
Languages Common, Druidic
Challenge 7 (2,900 XP)
Siege Monster. The druid deals double damage to objects and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Ascendant The cat stepping out from behind the bar looks gigantic from your current height. Onyx walks in nonchalantly, yawns, and drops down on the floor to lick herself. Suddenly, a shimmering portal
character’s turn as they try to avoid Onyx, roll on the Cat Chase Complications table below to see what happens, or use the table as inspiration for your own complications. Onyx uses the cat stat block with
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Undercity Medusa The 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
round of combat, the medusa has advantage on attack rolls against any creature that is surprised, and it deals an extra 10 (3d6) damage each time it hits such a creature with an attack.
Actions
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
wealth. Yet nothing drives residents to identify with their wards as much as festivals and sport. Nearly every race and parade in the city features a competition between wards as part of the festivities
Hallowhand was a famous “lone cat” thief of Waterdeep in the 1200s DR, who disappeared suddenly and is thought to have come to a violent end. She once robbed a wizard and wrote this on his wall with a






