Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'breathe being down claw ranged'.
Other Suggestions:
breath being down class ranger
breathe being down class ranger
breath being down call ranger
breath being down class rangers
breathe being down call ranger
Monsters
Monster Manual
Amphibious. The merrow can breathe air and water.Multiattack. The merrow makes two attacks, using Bite, Claw, or Harpoon in any combination.
Bite. Melee Attack Roll: +6;{"diceNotation":"1d20+6
);{"diceNotation":"2d4+4", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"Slashing"} Slashing damage.
Harpoon. Melee or Ranged Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit
Monsters
Monster Manual
Amphibious. The crab can breathe air and water.Claw. Melee Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1
", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"Bludgeoning"} Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 11) from one of two claws.
Monsters
Monster Manual
Amphibious. The crab can breathe air and water.Claw. Melee Attack Roll: +2;{"diceNotation":"1d20+2", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 1 Bludgeoning damage.
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
Amphibious. The hag can breathe air and water.
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the
a successful DC 14 Wisdom (Insight) check.Multiattack. The hag makes two Claw attacks.
Claw. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit
Monsters
Monster Manual
Amphibious. The hag can breathe air and water.
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the
Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 10 (2d6 + 3);{"diceNotation":"2d6+3", "rollType":"damage", "rollAction":"Claw", "rollDamageType
Monsters
Monster Manual
Claw. Melee Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 6 (2d4 + 1);{"diceNotation":"2d4+1", "rollType":"damage", "rollAction":"Claw
", "rollDamageType":"Slashing"} Slashing damage.
Needles. Ranged Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Needles"}, range 30/60 ft. Hit: 6 (2d4 + 1);{"diceNotation":"2d4+1", "rollType":"damage", "rollAction":"Needles", "rollDamageType":"Piercing"} Piercing damage.
Monsters
Monster Manual
":"claw", "rollDamageType":"Fire"} Fire damage.
Fire Ray. Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"fire ray"}, range 120 ft. Hit: 13 (3d6 + 3);{"diceNotation
Multiattack. The cambion makes two attacks, using Claw or Fire Ray in any combination.
Claw. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"claw"}, reach 5 ft
Monsters
Monster Manual
Amphibious. The merfolk can breathe air and water.Ocean Spear. Melee or Ranged Attack Roll: +2;{"diceNotation":"1d20+2", "rollType":"to hit", "rollAction":"Ocean Spear"}, reach 5 ft. or range 20/60
", "rollAction":"Ocean Spear", "rollDamageType":"Cold"} Cold damage. If the target is a creature, its Speed decreases by 10 feet until the end of its next turn. Hit or Miss: The spear magically returns to the merfolk’s hand immediately after a ranged attack.
Monsters
Monster Manual
Regeneration. The oni regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point.Multiattack. The oni makes two Claw or Nightmare Ray attacks. It can replace one attack
with a use of Spellcasting.
Claw. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Claw"}, reach 10 ft. Hit: 10 (1d12 + 4);{"diceNotation":"1d12+4", "rollType":"damage
Monsters
Monster Manual
;{"diceNotation":"6d6+4", "rollType":"damage", "rollAction":"Elemental Flail (Thunder)", "rollDamageType":"Thunder"}.
Elemental Claw. Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit
Multiattack. The cultist makes three attacks, using Elemental Flail or Elemental Claw in any combination.
Elemental Flail. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit
Monsters
Monster Manual
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
", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"Slashing"} Slashing damage plus 3 (1d6);{"diceNotation":"1d6", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"Cold"} Cold damage
Monsters
Monster Manual
Multiattack. The medusa makes two Claw attacks and one Snake Hair attack, or it makes three Poison Ray attacks.
Claw. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction
":"Claw"}, reach 5 ft. Hit: 10 (2d6 + 3);{"diceNotation":"2d6+3", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"Slashing"} Slashing damage.
Snake Hair. Melee Attack Roll: +6
Monsters
Monster Manual
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
", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"Slashing"} Slashing damage plus 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"Cold"} Cold
Monsters
Monster Manual
Claw action.
The tome has AC 17; HP 35; and Immunity to Necrotic, Poison, and Psychic damage. The tome regains all its Hit Points at the end of every turn, but it turns to dust if reduced to 0 Hit
. It can replace one attack with a Banishing Claw attack.
Banishing Claw (Requires Soul Tome). Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Banishing Claw"}, reach
Monsters
Monster Manual
next turn. Success: The target is immune to this ghast’s Stench for 24 hours.Multiattack. The ghast makes two Horrific Necrosis attacks. It can replace one attack with a Claw attack.
Claw. Melee
Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 13 (3d6 + 3);{"diceNotation":"3d6+3", "rollType":"damage", "rollAction":"Claw", "rollDamageType
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 Spectral Jaws attacks.
Spectral Jaws. Melee or Ranged Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Spectral Jaws"}, reach 5 ft. or range 120
Monsters
Monster Manual
Amphibious. The kuo-toa can breathe air and water.
Sunlight Sensitivity. While in sunlight, the kuo-toa has Disadvantage on ability checks and attack rolls.Multiattack. The kuo-toa makes three
Strange Scepter attacks.
Strange Scepter. Melee or Ranged Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Strange Scepter"}, reach 5 ft. or range 120 ft. Hit: 20 (5d6 + 3
Monsters
Monster Manual
Amphibious. The kuo-toa can breathe air and water.
Sunlight Sensitivity. While in sunlight, the kuo-toa has Disadvantage on ability checks and attack rolls.Pincer Staff. Melee Attack Roll: +4
Slimy Glob. Ranged Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Conjure Slimy Glob"}, range 60 ft. Hit: 9 (3d4 + 2);{"diceNotation":"3d4+2", "rollType":"damage
Monsters
Monster Manual
effects.
Reflective Carapace. If the tarrasque is targeted by a Magic Missile spell or a spell that requires a ranged attack roll, roll 1d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction
double damage to objects and structures.Multiattack. The tarrasque makes one Bite attack and three other attacks, using Claw or Tail in any combination.
Bite. Melee Attack Roll: +19;{"diceNotation
Monsters
Monster Manual
Amphibious. The giant can breathe air and water.Multiattack. The giant makes two attacks, using Storm Sword or Thunderbolt in any combination.
Storm Sword. Melee Attack Roll: +14;{"diceNotation
damage plus 13 (3d8);{"diceNotation":"3d8", "rollType":"damage", "rollAction":"Storm Sword", "rollDamageType":"Lightning"} Lightning damage.
Thunderbolt. Ranged Attack Roll: +14;{"diceNotation
Monsters
Monster Manual
Amphibious. The kuo-toa can breathe air and water.
Sunlight Sensitivity. While in sunlight, the kuo-toa has Disadvantage on ability checks and attack rolls.Spear. Melee or Ranged Attack Roll: +3
Monsters
Monster Manual
Amphibious. The merfolk can breathe air and water.Multiattack. The merfolk makes two Aquatic Burst attacks.
Aquatic Burst. Melee or Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to
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 three Trident attacks.
Trident. Melee or Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Trident"}, reach 5 ft. or range 20/60 ft. Hit: 13
Spells
Player’s Handbook
Psychic damage.
Actions
Multiattack. The spirit makes a number of attacks equal to half this spell’s level (round down).
Claw (Slaad Only). Melee Attack Roll: Bonus equals your spell attack
). Ranged Attack Roll: Bonus equals your spell attack modifier, range 150 ft. Hit: 1d8 + 3 + the spell’s level Psychic damage.
Psychic Slam (Mind Flayer Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 3 + the spell’s level Psychic damage.
Monsters
Monster Manual
hag knows its location anywhere in the multiverse.Multiattack. The hag makes two Spectral Claw attacks and uses Crackling Wave.
Spectral Claw. Melee or Ranged Attack Roll: +14;{"diceNotation":"1d20
+14", "rollType":"to hit", "rollAction":"Spectral Claw"}, reach 10 ft. or range 60 ft. Hit: 17 (3d6 + 7);{"diceNotation":"3d6+7", "rollType":"damage", "rollAction":"Spectral Claw", "rollDamageType
Monsters
Monster Manual
Trident", "rollDamageType":"Force"} Force damage. Hit or Miss: The trident magically returns to the mezzoloth’s claw immediately after a ranged attack.
Spellcasting. The mezzoloth casts one of the
ends.
Mercurial Trident. Melee or Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Mercurial Trident"}, reach 5 ft. or range 20/60 ft. Hit: 8 (1d8 + 4
Spells
Player’s Handbook
turn.
Grave Bolt (Skeletal Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 150 ft. Hit: 2d4 + 3 + the spell’s level Necrotic damage.
Rotting Claw (Putrid Only). Melee
Monsters
Stranger Things: Welcome to the Hellfire Club
Multiattack. The medusa makes two Claw attacks and one Snake Hair attack, or it makes three Poison Ray attacks.
Claw. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction
":"Claw"}, reach 5 ft. Hit: 10 (2d6 + 3);{"diceNotation":"2d6+3", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"Slashing"} Slashing damage.
Snake Hair. Melee Attack Roll: +6
Monsters
Stranger Things: Welcome to the Hellfire Club
Claw. Melee Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 6 (2d4 + 1);{"diceNotation":"2d4+1", "rollType":"damage", "rollAction":"Claw
", "rollDamageType":"Slashing"} Slashing damage.
Needles. Ranged Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Needles"}, range 30/60 ft. Hit: 6 (2d4 + 1);{"diceNotation":"2d4+1
Monsters
Lorwyn: First Light
Amphibious. The merrow can breathe air and water.
Mimicry. The merrow can mimic voices and animal sounds. A creature that hears the mimicries can tell they are imitations with a successful DC 15
Wisdom (Insight) check.Multiattack. The merrow makes three Spined Tail attacks. It can replace one of these attacks with a use of Spellcasting to cast Command.
Spined Tail. Melee or Ranged Attack Roll
Monsters
Lorwyn: First Light
Amphibious. The merrow can breathe air and water.Multiattack. The merrow makes three attacks, using Coral Scepter and Poisoned Longbow in any combination.
Coral Scepter. Melee Attack Roll: +7
":"Bludgeoning"} Bludgeoning damage.
Poisoned Longbow. Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Poisoned Longbow"}, range 150/600 ft. Hit: 8 (1d8 + 4
Monsters
Eberron: Forge of the Artificer
start of the commander’s next turn.
Javelin. Melee or Ranged Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Javelin"}, reach 5 ft. or range 30/120 ft. Hit: 7
":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
Eberron: Forge of the Artificer
knight’s next turn.
Javelin. Melee or Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Javelin"}, reach 5 ft. or range 30/120 ft. Hit: 6 (1d6 + 3);{"diceNotation
", "rollDamageType":"Necrotic"} Necrotic damage if the knight is Bloodied.Knights of the Emerald Claw command squads of Humanoid or Undead soldiers. As they draw nearer to death, the chill of the grave suff uses their weapon attacks.
Monsters
Forgotten Realms: Adventures in Faerûn
Amphibious. Biha Babir can breathe air and water.
Elemental Restoration. If Biha Babir dies outside the Elemental Plane of Water, her body dissolves into brine, and she gains a new body in 1d4
Babir makes two Marine Burst attacks. She can replace one of these attacks with a Tail attack.
Marine Burst. Melee or Ranged Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction






