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Returning 35 results for 'bow bite devils chomp rolls'.
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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
Monsters
Monster Manual
of each of its turns.
Chomp. The beholder makes two Bite attacks.
Glare. The beholder uses Eye Rays.Beholder Lairs
Beholders lurk in cavern complexes they’ve carved using their eye rays deep
Legendary Resistance (3/Day, or 4/Day in Lair). If the beholder fails a saving throw, it can choose to succeed instead.Multiattack. The beholder uses Eye Rays three times.
Bite. Melee Attack Roll
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.
Monsters
Monster Manual
Pack Tactics. The wolf has Advantage on attack rolls against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated
condition.Bite. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2", "rollType":"damage", "rollAction":"Bite
Monsters
Monster Manual
all expended uses at the start of each of its turns.
Chomp. The death tyrant makes two Bite attacks.
Glare. The death tyrant uses Eye Rays.Death Tyrant Lairs
Death tyrants often lurk deep in the
Legendary Resistance (3/Day, or 4/Day in Lair). If the death tyrant fails a saving throw, it can choose to succeed instead.Multiattack. The death tyrant uses Eye Rays three times.
Bite. Melee Attack
Monsters
Monster Manual
Iron Scent. The rust monster can pinpoint the location of ferrous metal within 30 feet of itself.Multiattack. The rust monster makes one Bite attack and uses Antennae twice.
Bite. Melee Attack Roll
: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 5 (1d8 + 1);{"diceNotation":"1d8+1", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing
Monsters
Monster Manual
in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.Multiattack. The vampire makes two Claw attacks and uses Bite.
Claw. Melee Attack Roll: +6;{"diceNotation
target is a Medium or smaller creature, it has the Grappled condition (escape DC 13) from one of two claws.
Bite. Constitution Saving Throw: DC 14, one creature within 5 feet that is willing or that
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
;{"diceNotation":"1d20+2", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing damage
Monsters
Monster Manual
Paralyzed condition until the weapon is removed. Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability
checks.Multiattack (Vampire Form Only). The vampire makes two Grave Strike attacks and uses Bite.
Grave Strike (Vampire Form Only). Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit
Monsters
Astarion's Book of Hungers
Diabolic Ward. Attack rolls against the devil have Disadvantage. If the devil makes an attack roll, this trait is suppressed until the start of its next turn.
Diabolical Restoration. If the devil
success. After 1 minute, it succeeds automatically.Devil of Guile and Temptation
With a name that hints at their skill at gathering souls for the Nine Hells, harvester devils are smooth-talking
Monsters
Astarion's Book of Hungers
sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.Multiattack (Vampire Form Only). The vampire makes two Hellfire Claw attacks and uses Bite.
Hellfire Claw (Vampire
is a Medium or smaller creature, it has the Grappled condition (escape DC 17) from one of two claws.
Bite (Imp or Vampire Form Only). Constitution Saving Throw: DC 18, one creature within 5 feet
Monsters
Astarion's Book of Hungers
damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.
Immobile Restoration. If the vampire drops to 0 Hit Points while it doesn’t
have the Petrified condition, it turns to stone, regains 50 Hit Points, and has the Petrified condition for 1 hour.Multiattack. The vampire makes two Claw attacks and uses Bite or Guardian’s
Sahuagin Priestess
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The sahuagin can breathe air and water, but she needs
)
3rd level (3 slots): mass healing word, tonguesMultiattack. The sahuagin makes two attacks: one with her bite and one with her claws.
Bite. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType
Sahuagin Baron
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Limited Amphibiousness. The sahuagin can breathe air and water, but he
. The sahuagin makes three attacks: one with his bite and two with his claws or trident.
Bite. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Bite"} to hit, reach 5
monsters
Charge. If the turret moves at least 15 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 3 (1d6);{"diceNotation":"1d6", "rollType":"damage
.
Wheels. The turret can’t navigate over ledges greater than 6 inches in height. If it tries to, it tumbles and is knocked prone.Multiattack. The rolly turrit makes two attacks.
Chomp. Melee Weapon
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
Pit Fiend (Summoner Variant)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
fireMultiattack. The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.
Bite. Melee Weapon Attack: +14;{"diceNotation":"1d20+14","rollType":"to hit
","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8);{"diceNotation":"4d6+8","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage. The target must
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
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 weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
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 +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 +2 bonus to attack and damage rolls you make with each of these