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Returning 35 results for 'claws into claws body saving next'.
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
spells
You sprout wicked claws. When you use your Unarmed Strike to deal damage with the new growth, it deals 1d6 Slashing;{"diceNotation":"1d6", "rollType":"damage", "rollAction":"(Slashing
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
maximum equal to your proficiency bonus. You then regain a number of hit points equal to the total roll plus your Constitution modifier.
Once the rune has been invoked, it can’t be invoked again until the next dawn.
Magic Items
Tyranny of Dragons
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
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->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->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.
Mod Save
Str 14
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
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.
Mod Save
Str 14
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
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
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
creature it is grapple;grappling or any creature grappling it.
Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body
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
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
Fiendish Restoration. If the mezzoloth dies outside Gehenna, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in Gehenna.
Magic Resistance
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
Monsters
Monster Manual
", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Piercing"} Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 14) from both of the griffon’s front claws.
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
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
by a Protection from Evil and Good or Magic Circle spell can’t be possession;possessed). The target makes a Charisma saving throw. On a failed save, your soul enters the target’s body, and
Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s Material component. While your soul inhabits the container, you are aware of your
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
(escape DC 13) from one of two claws.
Sting. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Sting"}, reach 5 ft. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType
Spells
Player’s Handbook
the creature to make a Constitution saving throw. On a failed save, the creature has the Blinded condition until the end of your next turn.
A cool light wreathes your body for the duration, emitting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
Until the spell ends, you have Resistance to Radiant damage, and
Monsters
Monster Manual
Stunned condition until the end of the intellect devourer’s next turn.
Steal Body. Intelligence Saving Throw: DC 12, one Small or Medium creature within 5 feet that has the Incapacitated
can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 feet of it. The body then dies unless its brain is restored before the end of the intellect devourer’s next turn.Psychic
Monsters
Monster Manual
Demonic Restoration. If the hezrou dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
Magic Resistance
. The hezrou has Advantage on saving throws against spells and other magical effects.
Stench. Constitution Saving Throw: DC 16, any creature that starts its turn in a 10-foot Emanation originating
Monsters
Monster Manual
damage only.Necrotic, PoisonAbsorb Body. Strength Saving Throw: DC 15, one Medium or Small creature the necrohulk can see within 5 feet. Failure: The target is pulled into the necrohulk’s space
and becomes grafted to its body. The necrohulk can have only one target grafted at a time.
While grafted, the target has the Restrained condition and Disadvantage on Constitution saving throws. When
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
Monster Manual
Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body 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 two Claw attacks and one Infernal Sting attack.
Claw. Melee
Monsters
Monster Manual
Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body 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 two Chain attacks and uses Conjure Infernal Chain.
Chain. Melee
Monsters
Monster Manual
Fiendish Restoration. If the ultroloth dies outside Gehenna, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in Gehenna.
Magic Resistance
. The ultroloth has Advantage on saving throws against spells and other magical effects.Multiattack. The ultroloth uses Hypnotic Gaze and makes two Mercurial Whip attacks.
Mercurial Whip. Melee
Monsters
Monster Manual
Demonic Restoration. If the vrock dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
Magic Resistance
. The vrock has Advantage on saving throws against spells and other magical effects.Multiattack. The vrock makes two Shred attacks.
Shred. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType
Equipment
15 Dexterity saving throw or take 1 Piercing damage and have its Speed reduced to 0 until the start of its next turn. It takes 10 minutes to recover the Caltrops.
Monsters
Monster Manual
Greater Magic Resistance. The rakshasa automatically succeeds on saving throws against spells and other magical effects, and the attack rolls of spells automatically miss it. Without the rakshasa
’s permission, no spell can observe the rakshasa remotely or detect its thoughts, creature type, or alignment.
Fiendish Restoration. If the rakshasa dies outside the Nine Hells, its body turns to
Monsters
Monster Manual
Demonic Restoration. If the yochlol dies outside the Abyss, its body dissolves, and it gains a new body instantly, reviving with all its Hit Points in the Abyss.
Magic Resistance. The yochlol has
Advantage on saving throws against spells and other magical effects.
Spider Climb. The yochlol can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Web
Monsters
Monster Manual
dracolich uses Spellcasting to cast Ray of Sickness (level 2 version). The dracolich can’t take this action again until the start of its next turn.
Terrifying Presence. Wisdom Saving Throw: DC 19
Legendary Resistance (3/Day, or 4/Day in Lair). If the dracolich fails a saving throw, it can choose to succeed instead.
Life Suppression. Creatures within 60 feet of the dracolich can’t