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Returning 35 results for 'claws and magical claws'.
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class and magical class
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Monsters
Monster Manual
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can’t regain Hit Points or gain
Magic Items
Bigby Presents: Glory of the Giants
The back of this weatherworn leather glove is adorned with three large metal hooks shaped like a mole’s claws. Stitched into the glove’s palm is the mountain rune.
The glove is
Magic Items
Tyranny of Dragons
to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.
Magic Items
Princes of the Apocalypse
These heavy gauntlets of brown iron are forged in the shape of an umber hulk;umber hulk's claws, and they fit the wearer’s hands and forearms all the way up to the elbow. While wearing both
claws, you gain a burrowing speed of 20 feet, and you can tunnel through solid rock at a rate of 1 foot per round.
You can use a claw as a melee weapon while wearing it. You have proficiency with it
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Crawling Claws Severed Appendages with Malicious Will Habitat: Any; Treasure: None Crawling claws are severed hands that move and act of their own murderous accord. These deathless appendages can
spring to life from the severed limbs of killers and villains, and sinister magic-users might animate crawling claws as foul servants. Crawling claws appear in a variety of forms, from decaying human
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Insignia of Claws Wondrous item, uncommon The jewels in this insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons. While
wearing the insignia, you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Insignia of Claws Wondrous item, uncommon The jewels in this insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons. While
wearing the insignia, you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Insignia of Claws Wondrous item, uncommon The jewels in this insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons. While
wearing the insignia, you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Swarm of Crawling Claws Swarms of crawling claws are typically animated by depraved necromancers. Occasionally, these grotesque swarms arise from mass graves or after tragedies, refusing to let their
murderers escape their grasp. Swarm of Crawling Claws Medium Swarm of Tiny Undead, Neutral Evil
AC 12 Initiative +2 (12)
HP 49 (11d8)
Speed 30 ft., Climb 30 ft.
Ability Score Mod Save
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Claws of the Umber Hulk Wondrous item, rare (requires attunement) These heavy gauntlets of brown iron are forged in the shape of an umber hulk’s claws, and they fit the wearer’s hands and forearms
all the way up to the elbow. While wearing both claws, you gain a burrowing speed of 20 feet, and you can tunnel through solid rock at a rate of 1 foot per round. You can use a claw as a melee weapon
Monsters
Monster Manual
. The mezzoloth has Advantage on saving throws against spells and other magical effects.Multiattack. The mezzoloth makes two attacks, using Claws or Mercurial Trident in any combination.
Claws. Melee
Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Claws"}, reach 5 ft. Hit: 9 (2d4 + 4);{"diceNotation":"2d4+4", "rollType":"damage", "rollAction":"Claws", "rollDamageType
Monsters
Monster Manual
instantly, reviving with all its Hit Points somewhere in the Nine Hells.
Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects.Multiattack. The devil makes one
Claws attack and one Tail attack, or it makes two Hurl Flame attacks.
Claws. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Claws"}, reach 5 ft. Hit: 10 (2d6 + 3
Monsters
Monster Manual
", "rollDamageType":"Piercing"} Piercing damage.
Claws. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Claws"}, reach 5 ft. Hit: 8 (1d8 + 4);{"diceNotation":"1d8+4
", "rollType":"damage", "rollAction":"Claws", "rollDamageType":"Slashing"} Slashing damage. If the target is a Large or smaller creature and the allosaurus moved 30+ feet straight toward it immediately
Magic Items
Dungeon Master’s Guide
side).
4
Two claws extend from the front side of the apparatus.
The claws retract.
5
Each extended claw makes the following melee attack: +8 to hit, reach 5 ft. Hit: 7 (2d6) Bludgeoning
Spells
Player’s Handbook
spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again.
Natural Weapons. You grow claws (Slashing), fangs (Piercing
Monsters
Monster Manual
", "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.
Spells
Player’s Handbook
spell save DC, each creature in a 10-foot Emanation originating from the spirit. Failure: 2d10 plus this spell’s level Fire damage. Success: Half damage.
Devil’s Sight (Devil Only). Magical
Darkness doesn’t impede the spirit’s Darkvision.
Magic Resistance. The spirit has Advantage on saving throws against spells and other magical eff ects.
Actions
Multiattack. The spirit
Monsters
Monster Manual
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
Ghosts of Saltmarsh
Magic Resistance. The skeletal alchemist has advantage on saving throws against spells and other magical effects.Multiattack. The skeletal alchemist makes two Lob Acid attacks.
Claws. Melee Weapon
Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Claws"} to hit, reach 5 ft. one target. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage","rollAction":"Claws
Monsters
Guildmasters’ Guide to Ravnica
: confusion, mass suggestion
Magic Resistance. The sire has advantage on saving throws against spells and other magical effects.Multiattack. The sire makes two attacks: one with its bite and one with its
claws.
Bite. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one creature. Hit: 25 (3d12 + 6);{"diceNotation":"3d12+6","rollType":"damage
Monsters
Mythic Odysseys of Theros
+ 3);{"diceNotation":"2d6+3","rollType":"damage","rollAction":"Claws","rollDamageType":"slashing"} slashing damage.
Discordant Song. Aphemia shrieks a cacophony of magical sounds. Each humanoid within
Legendary Resistance (2/Day). If Aphemia fails a saving throw, she can choose to succeed instead.
Magic Resistance. Aphemia has advantage on saving throws against spells and other magical
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Magic Resistance. The dhergoloth has advantage on saving throws against spells and other magical effects.Multiattack. The dhergoloth makes two Claw attacks.
Claw. Melee Weapon Attack: +6
"} force damage.
Flailing Claws (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Flailing Claws"}. The dhergoloth moves up to its speed in a straight line and targets each
Monsters
Bigby Presents: Glory of the Giants
(Stealth) checks made to hide in undergrowth or snowy terrain.Claws. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Claws"} to hit, reach 5 ft., one target. Hit: 8
(1d8 + 4);{"diceNotation":"1d8+4", "rollType":"damage", "rollAction":"Claws", "rollDamageType":"slashing"} slashing damage. If the lynx moved at least 20 feet straight toward the target immediately
Monsters
Tales from the Yawning Portal
throws.Multiattack. The owlbear makes two attacks: one with its beak and one with its claws.
Beak. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Beak"} to hit, reach 5 ft., one
creature. Hit: 10 (1d10 + 5);{"diceNotation":"1d10+5","rollType":"damage","rollAction":"Beak","rollDamageType":"piercing"} piercing damage.
Claws. Melee Weapon Attack: +5;{"diceNotation":"1d20+5
Monsters
Waterdeep: Dungeon of the Mad Mage
child makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit
: 11 (2d6 + 4);{"diceNotation":"2d6+4","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.
Claws. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit
Monsters
Ghosts of Saltmarsh
against spells and other magical effects.Multiattack. The matriarch makes two claws attacks.
Claws. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Claws"} to hit
, reach 5 ft., one target. Hit: 13 (3d6 + 3);{"diceNotation":"3d6+3","rollType":"damage","rollAction":"Claws","rollDamageType":"slashing"} slashing damage.
Fleeting Form. The matriarch can magically
Monsters
Icewind Dale: Rime of the Frostmaiden
Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight.Multiattack. The griffon makes two attacks: one with its beak and one with its claws.
Beak. Melee Weapon Attack
":"piercing"} piercing damage.
Claws. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Claws"} to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1);{"diceNotation":"2d4+1
Monsters
Tales from the Yawning Portal
","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.
Claws. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Claws"} to hit, reach 5 ft., one target. Hit: 7
(2d4 + 2);{"diceNotation":"2d4+2","rollType":"damage","rollAction":"Claws","rollDamageType":"slashing"} slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC
Monsters
Icewind Dale: Rime of the Frostmaiden
claws.
Beak. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Beak"} to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5);{"diceNotation":"1d10+5","rollType":"damage
","rollAction":"Beak","rollDamageType":"piercing"} piercing damage.
Claws. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Claws"} to hit, reach 5 ft., one target. Hit
Monsters
Ghosts of Saltmarsh
its claws.
Glaive. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Glaive"} to hit, reach 10 ft., one target. Hit: 13 (2d10 + 2);{"diceNotation":"2d10+2","rollType
target. Hit: 7 (1d10 + 2);{"diceNotation":"1d10+2","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.
Claws. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType
Monsters
Waterdeep: Dragon Heist
);{"diceNotation":"1d6+2","rollType":"damage","rollAction":"Claws","rollDamageType":"slashing"} slashing damage.Duhlark Kolat long ago trapped a magical experiment in this cell: a gargoyle that has been
False Appearance. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.Multiattack. The gargoyle makes two attacks: one with its bite and one with its claws.
Bite
Monsters
Tomb of Annihilation
Magic Resistance. The zorbo has advantage on saving throws against spells and other magical effects.
Natural Armor. The zorbo magically absorbs the natural strength of its surroundings, adjusting
substances, its AC is 10.Destructive Claws. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Destructive Claws"} to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1
Monsters
Icewind Dale: Rime of the Frostmaiden
Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight.Multiattack. The griffon makes two attacks: one with its beak and one with its claws.
Beak. Melee Weapon Attack
: +0;{"diceNotation":"1d20+0","rollType":"to hit","rollAction":"Beak"} to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Claws. Melee Weapon Attack: +0;{"diceNotation":"1d20+0","rollType":"to
Monsters
Eberron: Rising from the Last War
target is prone, the clawfoot can make one bite attack against it as a bonus action.Multiattack. The clawfoot makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack
":"piercing"} piercing damage.
Claws. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Claws"} to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3
Monsters
Ghosts of Saltmarsh
and one with her claws or trident or two melee attacks with her trident.
Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target
. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.
Claws. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to






