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Returning 35 results for 'both both dice chomp returns'.
Spells
Player’s Handbook
possess a creature’s body, you control it. Your Hit Points, Hit Point Dice, Strength, Dexterity, Constitution, Speed, and senses are replaced by the creature’s. You otherwise keep your
container is destroyed or the spell ends, your soul returns to your body. If your body is more than 100 feet away from you or if your body is dead, you die. If another creature’s soul is in the
Spells
Player’s Handbook
statistics are replaced by the stat block of the new form, but it retains its Hit Points, Hit Point Dice, alignment, and personality.
The target gains a number of Temporary Hit Points equal to the Hit
size is no larger than the creature’s size. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form after the spell ends and it returns to normal.
Monsters
Astarion's Book of Hungers
, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it
can’t spend Hit Point Dice at the end of the rest and doesn’t regain Hit Points, Hit Point Dice, or spell slots at the end of the rest.
Tenacious Lore. Within 1 mile of the lair, flame
magic-items
attack deals an additional 2d8 bludgeoning damage. As an action, you can reload the gunnspier.
Backfire. When you use Point Blank Shot and roll an 8 on both of the additional bludgeoning damage dice, the
add the Chomp property.
Chomp. The pneumatic-powered dragon’s maw can run along the length of the gun’s barrel before biting into a target skewered by its point. When you hit a target
magic-items
attack deals an additional 2d8 bludgeoning damage. As an action, you can reload the gunnspier.
Backfire. When you use Point Blank Shot and roll an 8 on both of the additional bludgeoning damage dice, the
add the Chomp property.
Chomp. The pneumatic-powered dragon’s maw can run along the length of the gun’s barrel before biting into a target skewered by its point. When you hit a target
magic-items
attack deals an additional 2d8 bludgeoning damage. As an action, you can reload the gunnspier.
Backfire. When you use Point Blank Shot and roll an 8 on both of the additional bludgeoning damage dice, the
add the Chomp property.
Chomp. The pneumatic-powered dragon’s maw can run along the length of the gun’s barrel before biting into a target skewered by its point. When you hit a target
magic-items
attack deals an additional 2d8 bludgeoning damage. As an action, you can reload the gunnspier.
Backfire. When you use Point Blank Shot and roll an 8 on both of the additional bludgeoning damage dice, the
add the Chomp property.
Chomp. The pneumatic-powered dragon’s maw can run along the length of the gun’s barrel before biting into a target skewered by its point. When you hit a target
magic-items
attack deals an additional 2d8 bludgeoning damage. As an action, you can reload the gunnspier.
Backfire. When you use Point Blank Shot and roll an 8 on both of the additional bludgeoning damage dice, the
add the Chomp property.
Chomp. The pneumatic-powered dragon’s maw can run along the length of the gun’s barrel before biting into a target skewered by its point. When you hit a target
magic-items
attack deals an additional 2d8 bludgeoning damage. As an action, you can reload the gunnspier.
Backfire. When you use Point Blank Shot and roll an 8 on both of the additional bludgeoning damage dice, the
add the Chomp property.
Chomp. The pneumatic-powered dragon’s maw can run along the length of the gun’s barrel before biting into a target skewered by its point. When you hit a target
magic-items
attack deals an additional 2d8 bludgeoning damage. As an action, you can reload the gunnspier.
Backfire. When you use Point Blank Shot and roll an 8 on both of the additional bludgeoning damage dice, the
add the Chomp property.
Chomp. The pneumatic-powered dragon’s maw can run along the length of the gun’s barrel before biting into a target skewered by its point. When you hit a target
magic-items
decorated with small ducks. The only explanation is that the sheer force of the kobold mechamagicians’ belief is encapsulated within this magic sword, allowing it to chomp at its enemies
and roll an 8 on both of the additional fire damage dice, the heating mechanism backfires. Each creature within 10 feet of you (including you) must succeed on a DC 16 Dexterity saving throw or take 4d6 fire damage as scalding pneumatic fluid bursts out.
magic-items
decorated with small ducks. The only explanation is that the sheer force of the kobold mechamagicians’ belief is encapsulated within this magic sword, allowing it to chomp at its enemies
and roll an 8 on both of the additional fire damage dice, the heating mechanism backfires. Each creature within 10 feet of you (including you) must succeed on a DC 16 Dexterity saving throw or take 4d6 fire damage as scalding pneumatic fluid bursts out.
Demilich (Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
assume a wraithlike form. The skull then emits a terrifying howl that can slay the weak-hearted and leave others trembling with fear. Left alone, it sinks back down and returns to the empty peace of
Nature. A demilich doesn’t require air, food, drink, or sleep. So great is a demilich’s will to survive that it always has the maximum number of hit points for its Hit Dice, instead of average
Monsters
Mordenkainen Presents: Monsters of the Multiverse
returns to the space where it began this movement.
Slimy Organs. This creature has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Whenever this creature suffers a
critical hit or is reduced to 0 hit points, it sprays acid; each creature within 5 feet of it takes acid damage equal to its number of Hit Dice.
Acid, Poison; Bludgeoning, Piercing, and Slashing that is NonmagicalCold, Fire, Lightning
Monsters
Storm King's Thunder
, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics are otherwise replaced
that lair is invaded. The dragon then burrows out, leaving its attackers to be crushed and suffocated. When it returns later, it collects its possessions — along with the wealth of the dead
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
additional bludgeoning damage dice, the gunnspier backfires. Each creature within 10 feet of you (including you) must succeed on a DC 15 Dexterity saving throw or take 4d6 piercing damage as shrapnel erupts
. Remove the Backfire property and add the Chomp property. Chomp. The pneumatic-powered dragon’s maw can run along the length of the gun’s barrel before biting into a target skewered by its point. When you
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
, allowing it to chomp at its enemies. Chaouki “Ciao” Titouhi & Mohammed “Aggi” Bellafquih Pneuma Blade Pneumatic Strike. After you make an attack roll with this weapon, but before the result of the
use the Heated Weapon property of this weapon and roll an 8 on both of the additional fire damage dice, the heating mechanism backfires. Each creature within 10 feet of you (including you) must succeed on a DC 16 Dexterity saving throw or take 4d6 fire damage as scalding pneumatic fluid bursts out.
Monsters
Fizban's Treasury of Dragons
any ice or quartz crystals in that region.
Positive Energy. Any creature that finishes a long rest within 6 miles of the lair regains two additional spent Hit Dice.
Thriving Wildlife. Animal
the lair returns to normal levels over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days. The increased Hit Die recovery ends immediately. The existing abundance of
Monsters
Fizban's Treasury of Dragons
regains two additional spent Hit Dice.
Thriving Wildlife. Animal populations flourish within 6 miles of the lair. Ability checks made to forage for food by hunting, fishing, or trapping in that area are
made with advantage.
If the dragon dies, the animal population near the lair returns to normal levels over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days. The
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
an inch in diameter. It must end this movement in a space that can accommodate its full size. Otherwise, it takes 5 force damage and returns to the space where it began this movement. Slimy Organs
. This creature has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. Whenever this creature suffers a critical hit or is reduced to 0 hit points, all creatures within 5 feet of it take acid damage equal to its number of Hit Dice.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Point Dice. If your Hit Point maximum was reduced, it returns to normal. Ability Scores Restored. If any of your ability scores were reduced, they return to normal. Exhaustion Reduced. If you have the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
an inch in diameter. It must end this movement in a space that can accommodate its full size. Otherwise, it takes 5 force damage and returns to the space where it began this movement. Slimy Organs
. This creature has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. Whenever this creature suffers a critical hit or is reduced to 0 hit points, all creatures within 5 feet of it take acid damage equal to its number of Hit Dice.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Point Dice. If your Hit Point maximum was reduced, it returns to normal. Ability Scores Restored. If any of your ability scores were reduced, they return to normal. Exhaustion Reduced. If you have the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Point Dice. If your Hit Point maximum was reduced, it returns to normal. Ability Scores Restored. If any of your ability scores were reduced, they return to normal. Exhaustion Reduced. If you have the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Point Dice. If your Hit Point maximum was reduced, it returns to normal. Ability Scores Restored. If any of your ability scores were reduced, they return to normal. Exhaustion Reduced. If you have the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
an inch in diameter. It must end this movement in a space that can accommodate its full size. Otherwise, it takes 5 force damage and returns to the space where it began this movement. Slimy Organs
. This creature has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. Whenever this creature suffers a critical hit or is reduced to 0 hit points, all creatures within 5 feet of it take acid damage equal to its number of Hit Dice.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Point Dice. If your Hit Point maximum was reduced, it returns to normal. Ability Scores Restored. If any of your ability scores were reduced, they return to normal. Exhaustion Reduced. If you have the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Point Dice. If your Hit Point maximum was reduced, it returns to normal. Ability Scores Restored. If any of your ability scores were reduced, they return to normal. Exhaustion Reduced. If you have the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, the target resists your efforts to possess it, and you can’t attempt to possess it again for 24 hours. Once you possess a creature’s body, you control it. Your Hit Points, Hit Point Dice, Strength
container if it is within 100 feet of you. Otherwise, you die. If the container is destroyed or the spell ends, your soul returns to your body. If your body is more than 100 feet away from you or if your
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, the target resists your efforts to possess it, and you can’t attempt to possess it again for 24 hours. Once you possess a creature’s body, you control it. Your Hit Points, Hit Point Dice, Strength
container if it is within 100 feet of you. Otherwise, you die. If the container is destroyed or the spell ends, your soul returns to your body. If your body is more than 100 feet away from you or if your
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
are replaced by the stat block of the new form, but it retains its Hit Points, Hit Point Dice, alignment, and personality. The target gains a number of Temporary Hit Points equal to the Hit Points of
. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form after the spell ends and it returns to normal.
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
Short or Long Rest while within 1 mile of the lair make a DC 15 Wisdom saving throw. On a failed save, a creature can’t spend Hit Point Dice at the end of the rest and doesn’t regain Hit Points, Hit
Point Dice, or spell slots at the end of the rest. Tenacious Lore. Within 1 mile of the lair, flame doesn’t burn written material. If the infernalist dies or moves its lair elsewhere, these effects end
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
Short or Long Rest while within 1 mile of the lair make a DC 15 Wisdom saving throw. On a failed save, a creature can’t spend Hit Point Dice at the end of the rest and doesn’t regain Hit Points, Hit
Point Dice, or spell slots at the end of the rest. Tenacious Lore. Within 1 mile of the lair, flame doesn’t burn written material. If the infernalist dies or moves its lair elsewhere, these effects end
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
are replaced by the stat block of the new form, but it retains its Hit Points, Hit Point Dice, alignment, and personality. The target gains a number of Temporary Hit Points equal to the Hit Points of
creature’s statistics become those of the object, and the creature has no memory of time spent in this form after the spell ends and it returns to normal.
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
Short or Long Rest while within 1 mile of the lair make a DC 15 Wisdom saving throw. On a failed save, a creature can’t spend Hit Point Dice at the end of the rest and doesn’t regain Hit Points, Hit
Point Dice, or spell slots at the end of the rest. Tenacious Lore. Within 1 mile of the lair, flame doesn’t burn written material. If the infernalist dies or moves its lair elsewhere, these effects end