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Returning 35 results for 'breath before direction claw rolls'.
Other Suggestions:
beneath before direction class rules
break before direction class rules
breath before direction class rolls
breathe before direction class rules
breath before direction cloak rolls
Monsters
Monster Manual
Fear of Fire. If the yeti takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn.Multiattack. The yeti can use its Chilling Gaze and makes two
attacks, using Claw or Ice Throw in any combination.
Claw. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 14 (2d6 + 7);{"diceNotation":"2d6+7
Monsters
Monster Manual
":"Claw", "rollDamageType":"Slashing"} Slashing damage plus 2 (1d4);{"diceNotation":"1d4", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"Fire"} Fire damage.
Steam Breath (Recharge 6
Blurred Form. Attack rolls against the mephit are made with Disadvantage unless the mephit has the Incapacitated condition.
Death Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC
Monsters
Monster Manual
", "rollAction":"Bite", "rollDamageType":"Psychic"} Psychic damage.
Euphoria Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Euphoria Breath"}. Wisdom Saving Throw: DC 12
, each creature in a 15-foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn and uses all its movement on its turn to move in a random direction.
Spellcasting
Monsters
Monster Manual
Multiattack. The chimera makes one Ram attack, one Bite attack, and one Claw attack. It can replace the Claw attack with a use of Fire Breath if available.
Bite. Melee Attack Roll: +7;{"diceNotation
18 (4d6 + 4);{"diceNotation":"4d6+4", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing damage if the chimera had Advantage on the attack roll.
Claw. Melee Attack Roll
Monsters
Monster Manual
", "rollAction":"Claw", "rollDamageType":"Cold"} Cold damage.
Fog Cloud (1/Day). The mephit casts Fog Cloud, requiring no spell components and using Charisma as the spellcasting ability.
Frost Breath (Recharge 6
":"damage", "rollAction":"Death Burst", "rollDamageType":"Cold"} Cold damage. Success: Half damage.Claw. Melee Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Claw"}, reach 5
Monsters
Monster Manual
":"Claw", "rollDamageType":"Fire"} Fire damage.
Fire Breath (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Fire Breath"}. Dexterity Saving Throw: DC 11, each creature in a 15
":"damage", "rollAction":"Death Burst", "rollDamageType":"Fire"} Fire damage. Success: Half damage.Claw. Melee Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft
Monsters
Monster Manual
(2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Claw"} damage of the type chosen for the Draconic Origin trait.
Dragon’s Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType
choice): Acid, Cold, Fire, Lightning, or Poison. This choice affects other aspects of the stat block.Multiattack. The half-dragon makes two Claw attacks.
Claw. Melee Attack Roll: +7;{"diceNotation
Monsters
Monster Manual
", "rollAction":"Claw", "rollDamageType":"Slashing"} Slashing damage.
Cinder Breath (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Cinder Breath"}. Dexterity Saving Throw: DC 11
the end of its next turn.Claw. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2", "rollType":"damage
Monsters
Monster Manual
", "rollAction":"Bite", "rollDamageType":"Psychic"} Psychic damage.
Euphoria Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Euphoria Breath"}. Wisdom Saving Throw: DC 13
succeeds automatically. While Incapacitated, the target uses all its movement on each of its turns to move in a random direction.
Spellcasting. The dragon casts one of the following spells
Monsters
Monster Manual
"}, reach 5 ft. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"Slashing"} Slashing damage.
Blinding Breath (Recharge 6);{"diceNotation":"1d6
":"damage", "rollAction":"Death Burst", "rollDamageType":"Bludgeoning"} Bludgeoning damage. Success: Half damage.Claw. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Claw
Magic Items
Dungeon Master’s Guide
either case, Dragon Scale Mail is highly valued.
While wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have
and direction to the closest dragon within 30 miles of yourself that is of the same type as the armor. This action can’t be used again until the next dawn.
Dragon
Resistance
Monsters
Monster Manual
: The target has Disadvantage on Strength-based D20 Test;D20 Tests and subtracts 2 (1d4);{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Weakening Breath"} from its damage rolls. It repeats the
"}, reach 5 ft. Hit: 9 (1d10 + 4);{"diceNotation":"1d10+4", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage.
Fire Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType
Monsters
Monster Manual
", "rollAction":"Weakening Breath"} from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.Fire
Amphibious. The dragon can breathe air and water.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Weakening Breath.
Rend. Melee Attack Roll: +10
Monsters
Monster Manual
.
Magic Resistance. The sphinx has Advantage on saving throws against spells and other magical effects.Multiattack. The sphinx makes three Claw attacks. It can replace one attack with a use of Curse of
the Riddle.
Claw. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction
Monsters
Monster Manual
Blood Frenzy. The sahuagin has Advantage on attack rolls against any creature that doesn’t have all its Hit Points.
Limited Amphibiousness. The sahuagin can breathe air and water, but it must
telepathy.Multiattack. The sahuagin makes two Claw attacks.
Claw. Melee Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1
Monsters
Monster Manual
Fear of Fire. If the yeti takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn.Multiattack. The yeti can use its Chilling Gaze and makes two
attacks, using Claw or Ice Throw in any combination.
Claw. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4
Monsters
Monster Manual
. Failure: The target can’t take Reactions until the start of the umber hulk’s next turn, and the target rolls 1d8;{"diceNotation":"1d8", "rollType":"roll", "rollAction":"Confusing Gaze"} to
determine what it does on its next 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 random direction.7–8. The
Monsters
Monster Manual
use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 5 version).
Rend. Melee Attack Roll: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Rend"}, reach 15 ft
":"Rend", "rollDamageType":"Acid"} Acid damage.
Acid Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Acid Breath"}. Dexterity Saving Throw: DC 22, each creature in an
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
":"1d20+6", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 8 (2d4 + 3);{"diceNotation":"2d4+3", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"Slashing"} Slashing damage. If the
Monsters
Monster Manual
use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 4 version).
Rend. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Rend"}, reach 10 ft
":"Rend", "rollDamageType":"Acid"} Acid damage.
Acid Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Acid Breath"}. Dexterity Saving Throw: DC 18, each creature in an
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
random direction. 7–8. The target makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack.Bite. Melee Attack Roll: +2
Monsters
Monster Manual
", "rollType":"roll", "rollAction":"Weakening Breath"} from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds
three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level 2 version) or (B) Weakening Breath.
Rend. Melee Attack Roll: +14;{"diceNotation":"1d20+14
Monsters
Monster Manual
and subtracts 5 (1d10);{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Weakening Breath"} from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on
three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level 4 version) or (B) Weakening Breath.
Rend. Melee Attack Roll: +17;{"diceNotation":"1d20+17
Spells
Player’s Handbook
.
The creature has Disadvantage on attack rolls against targets within the Cylinder.
Targets within the Cylinder can’t be possession;possessed by or gain the Charmed or Frightened condition
from the creature.
Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting
Monsters
Monster Manual
damage only. 6: Telekinetic Ray. Strength Saving Throw: DC 16 (the target succeeds automatically if it is Gargantuan). Failure: The beholder moves the target up to 30 feet in any direction. The target has
and rolls a 1 has the Prone condition.
If the beholder dies or moves its lair elsewhere, these effects end immediately.Antimagic Cone. The beholder’s central eye emits an antimagic wave in a
Spells
Player’s Handbook
you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it
destination in a random direction. Roll 1d8 for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast.
On Target. You and your group (or the target object) appear where you intended.
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
Monsters
Eberron: Forge of the Artificer
Aura of Authority. While in a 30-foot Emanation originating from the commander, the commander and its allies have Advantage on attack rolls and saving throws, provided the commander doesn’t
":Javelin"", "rollDamageType":"Necrotic"} Necrotic damage if the commander is Bloodied.Emerald Claw commanders lead large groups of soldiers, inspiring the fanatical devotion of Humanoids and Undead alike.
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
Form Only). Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Hellfire Claw"}, reach 5 ft. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction
Young Gold Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.
Breath Weapons (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Breath Weapons"}. The dragon uses one of the
.
Claw. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6);{"diceNotation":"2d6+6","rollType":"damage
Magic Items
Storm King's Thunder
property can be used three times. The claw regains all expended uses at the next dawn.
Wyrm Shield. While the claw is displayed on your person, you have resistance to the damage caused by the breath
This dragon’s claw has been covered with a coat of molten silver, upon which has been inscribed the wyrm (dragon) rune. The claw has the following properties.
Wyrmslayer. As an action, you can
Abominable Yeti
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Fear of Fire. If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Keen Smell. The yeti has advantage on Wisdom (Perception) checks
that rely on smell.
Snow Camouflage. The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.Multiattack. The yeti can use its Chilling Gaze and makes two claw attacks.
Claw
Monsters
Strixhaven: A Curriculum of Chaos
","rollAction":"Diminution Breath","rollDamageType":"psychic"} psychic damage and is weakened until the start of Tanazir’s next turn. While weakened, it has disadvantage on the following rolls that rely
Legendary Resistance (3/Day). If Tanazir fails a saving throw, she can choose to succeed instead.Multiattack. Tanazir makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +16
Young Red Shadow Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
);{"diceNotation":"2d6+6","rollType":"damage","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.
Shadow Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction
the Hide action as a bonus action.
Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The
Plesiosaurus
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Hold Breath. The plesiosaurus can hold its breath for 1 hour.Bite. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Bite"} to hit, reach 10 ft., one target. Hit: 14
(3d6 + 4);{"diceNotation":"3d6+4","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.This predatory marine reptile and cousin to the dinosaurs attacks any creature it encounters. Its long, flexible neck lets it twist in any direction to deliver a powerful bite.






