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Returning 29 results for 'claw with respond'.
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class with resound
class with response
clan with response
class with respond
claw with response
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Claw attack.
Bite. Melee Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4", "rollType
":"damage", "rollAction":"Bite", "rollDamageType":"piercing"} piercing damage plus 18 (4d8);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"force"} force damage.
Claw
Monsters
Fizban's Treasury of Dragons
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 10-foot-diameter tunnel in its wake.Multiattack. The dragon makes one Bite attack and two Claw attacks
", "rollAction":"Bite", "rollDamageType":"piercing"} piercing damage plus 3 (1d6);{"diceNotation":"1d6", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"psychic"} psychic damage.
Claw. Melee
Monsters
Fizban's Treasury of Dragons
wake.Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 10 ft., one
", "rollAction":"Bite", "rollDamageType":"psychic"} psychic damage.
Claw. Melee Weapon Attack: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 5 ft., one target. Hit
Monsters
Fizban's Treasury of Dragons
makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7
", "rollDamageType":"psychic"} psychic damage.
Claw. Melee Weapon Attack: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7
Duergar Hammerer
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Monsters
Mordenkainen’s Tome of Foes
);{"diceNotation":"1d10","rollType":"roll","rollAction":"Engine of Pain"} damage to the hammerer, and the hammerer can respond by using its Multiattack with its reaction.
Siege Monster. The hammerer
deals double damage to objects and structures.Multiattack. The hammerer makes two attacks: one with its claw and one with its hammer.
Claw.Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
the hammerer can respond by using its Multiattack with its reaction.
Siege Monster. The hammerer deals double damage to objects and structures.
Actions
Multiattack. The hammerer makes two
attacks: one with its claw and one with its hammer.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Hammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
the hammerer can respond by using its Multiattack with its reaction.
Siege Monster. The hammerer deals double damage to objects and structures.
Actions
Multiattack. The hammerer makes two
attacks: one with its claw and one with its hammer.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Hammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
always do exactly as asked—never any more, never any less. With senses sharp enough to pinpoint the locations of nearby invisible creatures, canoloths respond unfailingly to any threat to their charges
canoloth makes one Bite or Tongue attack and one Claw attack.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 18 (4d8) force damage.
Claw
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
always do exactly as asked—never any more, never any less. With senses sharp enough to pinpoint the locations of nearby invisible creatures, canoloths respond unfailingly to any threat to their charges
canoloth makes one Bite or Tongue attack and one Claw attack.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 18 (4d8) force damage.
Claw
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
to escape, they are working on a secret plan. Eight neutral tiefling muralists are plastering and painting, as well as covering the floor with inlaid tiles. They use the same statistics and respond to
Moghadam’s magical passes, using the torches as weapons. Use the statistics for the girallon’s claw attack, but a torch attack deals bludgeoning damage plus 2 (1d4) fire damage. Murals If the murals are
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
to escape, they are working on a secret plan. Eight neutral tiefling muralists are plastering and painting, as well as covering the floor with inlaid tiles. They use the same statistics and respond to
Moghadam’s magical passes, using the torches as weapons. Use the statistics for the girallon’s claw attack, but a torch attack deals bludgeoning damage plus 2 (1d4) fire damage. Murals If the murals are
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
of each of its turns if it has at least 1 Hit Point.
Actions
Multiattack. The oni makes two Claw or Nightmare Ray attacks. It can replace one attack with a use of Spellcasting.
Claw. Melee
Darkvision 120 ft.; Passive Perception 11
Languages Otyugh; telepathy 120 ft. (doesn’t allow the receiving creature to respond telepathically)
CR 5 (XP 1,800; PB +3)
Actions
Multiattack. The otyugh
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
of each of its turns if it has at least 1 Hit Point.
Actions
Multiattack. The oni makes two Claw or Nightmare Ray attacks. It can replace one attack with a use of Spellcasting.
Claw. Melee
Darkvision 120 ft.; Passive Perception 11
Languages Otyugh; telepathy 120 ft. (doesn’t allow the receiving creature to respond telepathically)
CR 5 (XP 1,800; PB +3)
Actions
Multiattack. The otyugh
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ends in a pincer claw, the other a large hammer instead of a hand. The machine transforms the captive duergar’s pain into energy that powers the device, which is typically used to dig tunnels and repel
attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 5 (1d10) damage to the hammerer, and the hammerer can respond by using its Multiattack with its reaction.
Siege Monster
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ends in a pincer claw, the other a large hammer instead of a hand. The machine transforms the captive duergar’s pain into energy that powers the device, which is typically used to dig tunnels and repel
attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 5 (1d10) damage to the hammerer, and the hammerer can respond by using its Multiattack with its reaction.
Siege Monster
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Secretary then hesitates, and the image wavers. “Zhong Yin, I will not be retrieving you as planned,” she says. “I am sorry.”
The image flickers, then vanishes.
Any attempt to respond to
against the near wall of this gloomy chamber, its four legs shackled to the ground. Claw marks score the walls and floor.
Several workstations are carved into the eastern wall, each covered in
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Secretary then hesitates, and the image wavers. “Zhong Yin, I will not be retrieving you as planned,” she says. “I am sorry.”
The image flickers, then vanishes.
Any attempt to respond to
against the near wall of this gloomy chamber, its four legs shackled to the ground. Claw marks score the walls and floor.
Several workstations are carved into the eastern wall, each covered in
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
a secret door is opened in this area, four four-armed gargoyles (as normal gargoyles with 63 hit points and one extra claw attack, for a total of three attacks, with Multiattack) animate and attack
during the following round. The residents of the other cells take 1d4 + 1 rounds to respond (roll separately for each). The occupants of the cells are as follows: Cell A. A Red Wizard illusionist
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
a secret door is opened in this area, four four-armed gargoyles (as normal gargoyles with 63 hit points and one extra claw attack, for a total of three attacks, with Multiattack) animate and attack
during the following round. The residents of the other cells take 1d4 + 1 rounds to respond (roll separately for each). The occupants of the cells are as follows: Cell A. A Red Wizard illusionist
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one
Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one
Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail
Compendium
- Sources->Dungeons & Dragons->Divine Contention
that the enemy has breached the town square and the defenders are in dire need of aid. As you prepare to respond, you hear war drums beating from just outside town. Suddenly a bolt of lightning blasts a
than three victories. Read the following aloud: Before you can act, the dragon extends a ghostly claw from its body and snatches a glowing red stone from the air above its head. With a triumphant roar
Compendium
- Sources->Dungeons & Dragons->Divine Contention
that the enemy has breached the town square and the defenders are in dire need of aid. As you prepare to respond, you hear war drums beating from just outside town. Suddenly a bolt of lightning blasts a
than three victories. Read the following aloud: Before you can act, the dragon extends a ghostly claw from its body and snatches a glowing red stone from the air above its head. With a triumphant roar
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
battle attract attention from areas E6, E8, and E9. The ogres in area E9 are particularly slow to respond, however. E8. Priests’ Room Three beds, each with a footlocker, take up most of this room. Sets of
characters. If the characters seem amenable to conversation, she vows to take her cult far away from the Sumber Hills if they do her the favor of killing Gar Shatterkeel and delivering his claw as proof of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
battle attract attention from areas E6, E8, and E9. The ogres in area E9 are particularly slow to respond, however. E8. Priests’ Room Three beds, each with a footlocker, take up most of this room. Sets of
characters. If the characters seem amenable to conversation, she vows to take her cult far away from the Sumber Hills if they do her the favor of killing Gar Shatterkeel and delivering his claw as proof of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
armor, most bent, twisted, or badly scored by claw marks. Doors lead to the north and the west.
This room is the lair of three aquatic trolls, which have a swimming speed of 40 feet and the ability
corridor outside. If intruders try to slip past the guard post, the bugbears in this room storm out to attack them from the rear. Any fighting here alerts Morbeoth and his guards (area C17). They respond to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
armor, most bent, twisted, or badly scored by claw marks. Doors lead to the north and the west.
This room is the lair of three aquatic trolls, which have a swimming speed of 40 feet and the ability
corridor outside. If intruders try to slip past the guard post, the bugbears in this room storm out to attack them from the rear. Any fighting here alerts Morbeoth and his guards (area C17). They respond to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
humanoid feet with claw-like nails. They begin in the center of the alcove, move west toward the pit, and then disappear into the pit. A character who enters the pit to follow the tracks must make another
, to wedge the lid shut. Development. If characters fall into the pit or otherwise make excessive noise, the goblins in the area 36 to the north are alerted. Alerted goblins respond in 2 rounds. These
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
humanoid feet with claw-like nails. They begin in the center of the alcove, move west toward the pit, and then disappear into the pit. A character who enters the pit to follow the tracks must make another
, to wedge the lid shut. Development. If characters fall into the pit or otherwise make excessive noise, the goblins in the area 36 to the north are alerted. Alerted goblins respond in 2 rounds. These