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Returning 35 results for 'bow beam drain current rolls'.
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Monsters
Monster Manual
":"Necrotic Bow", "rollDamageType":"Necrotic"} Necrotic damage.
Life Drain. Constitution Saving Throw: DC 13, one creature within 5 feet. Failure: 6 (1d8 + 2);{"diceNotation":"1d8+2", "rollType":"damage
Sunlight Sensitivity. While in sunlight, the wight has Disadvantage on ability checks and attack rolls.Multiattack. The wight makes two attacks, using Necrotic Sword or Necrotic Bow in any
Monsters
Monster Manual
Multiattack. The giant makes two attacks, using Frost Axe or Great Bow in any combination.
Frost Axe. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Frost Axe
":"damage", "rollAction":"Frost Axe", "rollDamageType":"Cold"} Cold damage.
Great Bow. Ranged Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Great Bow"}, range 150/600 ft
Spells
Player’s Handbook
A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack roll
it makes until the start of your next turn.
On a failed save, the target has Disadvantage on Strength-based D20 Test;D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.
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
When you nock an arrow on this bow, it whispers in Elvish, “Swift defeat to my enemies.” When you use this weapon to make a ranged attack, you can utter or sign the following command
, your target gains no benefit from Half Cover or Three-Quarters Cover, and you suffer no Disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 Piercing damage.
While your sworn enemy lives, you have Disadvantage on attack rolls with all other weapons.
Magic Items
Dungeon Master’s Guide
This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has properties associated with six different buttons that
on a hit.
Button 2. The rod’s flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic Battleaxe that grants a +3 bonus to attack rolls and damage
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
everything in the multiverse. The wand is cruel, nihilistic, and bereft of humor.
To further Orcus’s goals, the wand feigns devotion to its current user and makes grandiose promises that it has no
magic-items
charges. The sunwing bow regains 1 expended charge daily at dawn. If it is exposed to dawn’s light, it regains all expended charges instead.
OA: Solar Beam. As an action, you can expend 1 charge
their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force.
You gain a +3 bonus to attack and damage rolls made with this
magic-items
charges. The sunwing bow regains 1 expended charge daily at dawn. If it is exposed to dawn’s light, it regains all expended charges instead.
OA: Solar Beam. As an action, you can expend 1 charge
their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force.
You gain a +3 bonus to attack and damage rolls made with this
magic-items
charges. The sunwing bow regains 1 expended charge daily at dawn. If it is exposed to dawn’s light, it regains all expended charges instead.
OA: Solar Beam. As an action, you can expend 1 charge
their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force.
You gain a +2 bonus to attack and damage rolls made with this
magic-items
charges. The sunwing bow regains 1 expended charge daily at dawn. If it is exposed to dawn’s light, it regains all expended charges instead.
OA: Solar Beam. As an action, you can expend 1 charge
their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force.
You gain a +3 bonus to attack and damage rolls made with this
magic-items
charges. The sunwing bow regains 1 expended charge daily at dawn. If it is exposed to dawn’s light, it regains all expended charges instead.
OA: Solar Beam. As an action, you can expend 1 charge
their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force.
You gain a +2 bonus to attack and damage rolls made with this
Shadow
Legacy
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Monsters
Basic Rules (2014)
.
Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.Strength Drain. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit
","rollAction":"Strength Drain"} to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2);{"diceNotation":"2d6+2","rollType":"damage","rollAction":"Strength Drain","rollDamageType":"necrotic"} necrotic damage
magic-items
charges. The sunwing bow regains 1 expended charge daily at dawn. If it is exposed to dawn’s light, it regains all expended charges instead.
OA: Solar Beam. As an action, you can expend 1 charge
their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force.
You gain a +3 bonus to attack and damage rolls made with this
magic-items
charges. The sunwing bow regains 1 expended charge daily at dawn. If it is exposed to dawn’s light, it regains all expended charges instead.
OA: Solar Beam. As an action, you can expend 1 charge
their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force.
You gain a +2 bonus to attack and damage rolls made with this
magic-items
charges. The sunwing bow regains 1 expended charge daily at dawn. If it is exposed to dawn’s light, it regains all expended charges instead.
OA: Solar Beam. As an action, you can expend 1 charge
their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force.
You gain a +2 bonus to attack and damage rolls made with this
magic-items
charges. The sunwing bow regains 1 expended charge daily at dawn. If it is exposed to dawn’s light, it regains all expended charges instead.
OA: Solar Beam. As an action, you can expend 1 charge
their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force.
You gain a +2 bonus to attack and damage rolls made with this
magic-items
charges. The sunwing bow regains 1 expended charge daily at dawn. If it is exposed to dawn’s light, it regains all expended charges instead.
OA: Solar Beam. As an action, you can expend 1 charge
their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force.
You gain a +2 bonus to attack and damage rolls made with this
Specter
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
":"Incorporeal Movement","rollDamageType":"force"} force damage if it ends its turn inside an object.
Sunlight Sensitivity. While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.Life Drain. Melee Spell Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Life Drain"} to hit, reach 5 ft., one creature. Hit: 10 (3d6
magic-items
charges. The sunwing bow regains 1 expended charge daily at dawn. If it is exposed to dawn’s light, it regains all expended charges instead.
OA: Solar Beam. As an action, you can expend 1 charge
their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force.
You gain a +3 bonus to attack and damage rolls made with this
Monsters
Guildmasters’ Guide to Ravnica
hit. On a success, Fautomni drops to 1 hit point instead.
Karlov: Unnatural Vigor. When Karlov regains hit points, he has advantage on attack rolls he makes on his next turn.
Vuliev: Teleportation
can choose to succeed instead.Life Drain. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Life Drain"} to hit, reach 5 ft., one creature. Hit: 18 (4d8);{"diceNotation
Monsters
The Wild Beyond the Witchlight
.
Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.Strength Drain. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit
","rollAction":"Strength Drain"} to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2);{"diceNotation":"2d6+2","rollType":"damage","rollAction":"Strength Drain","rollDamageType":"necrotic"} necrotic damage
Wraith
Legacy
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Monsters
Basic Rules (2014)
Movement","rollDamageType":"force"} force damage if it ends its turn inside an object.
Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.Life Drain. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Life Drain"} to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3
Monsters
Tasha’s Cauldron of Everything
action.
Sunlight Weakness. While in sunlight, the reflections has disadvantage on attack rolls, ability checks, and saving throws.Strength Drain. Melee Weapon Attack: +4;{"diceNotation":"1d20+4
","rollType":"to hit","rollAction":"Strength Drain"} to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2);{"diceNotation":"2d6+2","rollType":"damage","rollAction":"Strength Drain","rollDamageType":"necrotic
Magic Items
The Book of Many Things
This silver-and-black bow is engraved with the phases of the moon. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit with a ranged attack roll using this magic
bow, the target takes an extra 1d6 radiant damage. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack
Monsters
Waterdeep: Dungeon of the Mad Mage
.
Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.
A duplicate reduced to 0 hit points or targeted by a dispel magic spell vanishes in a
wisp of inky smoke.Strength Drain. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Strength Drain"} to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2);{"diceNotation
Wight
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The wight makes two longsword attacks or
two longbow attacks. It can use its Life Drain in place of one longsword attack.
Life Drain. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Life Drain"} to hit
Mormesk the Wraith
Legacy
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Monsters
Lost Mine of Phandelver
Incorporeal Movement. The wraith can move through an object or another creature, but can’t stop there.
Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls and
on Wisdom (Perception) checks that rely on sight.Life Drain. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Life Drain"} to hit, reach 5 ft., one creature. Hit: 16
Monsters
Tyranny of Dragons
Sunlight Sensitivity. While in sunlight, Naergoth has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. Naergoth makes three attacks, either with
his longsword or longbow. He can use Life Drain in place of one longsword attack.
Life Drain. Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Life Drain"} to hit
Monsters
Curse of Strahd
":"Incorporeal Movement","rollDamageType":"force"} force damage if it ends its turn inside an object.
Sunlight Sensitivity. While in sunlight, the snow maiden has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.Life Drain. Melee Spell Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Life Drain"} to hit, reach 5 ft., one creature. Hit: 10 (3d6
Deathlock Wight
Legacy
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Monsters
Tales from the Yawning Portal
magic, disguise self, mage armor
1/day each: fear, hold person, misty step
Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks
., one target. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3","rollType":"damage","rollAction":"Grave Bolt","rollDamageType":"necrotic"} necrotic damage.
Life Drain. Melee Weapon Attack: +4;{"diceNotation
monsters
hit points, its current hit point total instead resets to 95 hit points, it recharges its Solar Beam, it immediately uses its Blinding Flash legendary action option (without expending any actions
", "rollDamageType":"slashing"} slashing damage.
Solar Beam (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Solar Beam"}. The owlbear exhales a beam of irradiating energy in a
monsters
hit points, its current hit point total instead resets to 138 hit points, it recharges its Solar Beam, it immediately uses its Blinding Flash legendary action option (without expending any actions
":"Claws", "rollDamageType":"slashing"} slashing damage.
Solar Beam (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Solar Beam"}. The owlbear exhales a beam of irradiating
Monsters
Tales from the Yawning Portal
Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Reduced Threat. This creature has -2 penalty on all
ability checks and saving throws.Multiattack. The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.
Life Drain. Melee Weapon Attack
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Sunlight Sensitivity. While in sunlight, the deathlock has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Unusual Nature. The deathlock doesn’t
require air, food, drink, or sleep.Multiattack. The deathlock makes two Life Drain or Grave Bolt attacks.
Life Drain. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction