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Returning 35 results for 'count weapon resilience'.
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court weapon resilience
courts weapon resilience
Spells
Player’s Handbook
when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands
type until the spell ends.
Actions
Multiattack. The spirit makes a number of Rend attacks equal to half the spell’s level (round down), and it uses Breath Weapon.
Rend. Melee Attack Roll
Magic Items
Dungeon Master’s Guide
A young dwarf prince set out to forge a weapon that would be regarded as a symbol of unity among his people. Venturing deep under the mountains, deeper than any dwarf had ever delved, the prince came
, and they threw back their enemies and enjoyed an era of prosperity. This young dwarf is remembered as the First King. When he became old, he passed the weapon, which had become his badge of office
Magic Items
Dungeon Master’s Guide
Disadvantage on D20 Tests for the next 72 hours. Draw another card; this draw doesn’t count as one of your declared draws.
Gem. Twenty-five pieces of jewelry worth 2,000 GP each or fifty gems worth
1,000 GP each appear at your feet.
Jester. You have Advantage on D20 Tests for the next 72 hours, or you can draw two additional cards beyond your declared draws.
Key. A Rare or rarer magic weapon with
Monsters
Waterdeep: Dungeon of the Mad Mage
Stout Resilience. The halfling has advantage on saving throws against poison and against being frightened, and they have resistance to poison damage.
Halfling Nimbleness. The halfling can move
through the space of any creature larger than they are.Club. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Club"} to hit, reach 5 ft., one target. Hit: 2 (1d4
Magic Items
Baldur’s Gate: Descent into Avernus
you hold the banner, your weapon attacks and those of all allied creatures within 300 feet of you count as magical for the purposes of overcoming damage immunities and resistances.
Monsters
Out of the Abyss
Dwarven Resilience. The scout has advantage on saving throws against poison.
Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.Multiattack
. The scout makes two melee attacks.
War Pick. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"War Pick"} to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3
Monsters
Out of the Abyss
Dwarven Resilience. The guard has advantage on saving throws against poison.Halberd. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Halberd"} to hit, reach 10 ft
Monsters
Tomb of Annihilation
Dwarven Resilience. The dwarf has advantage on saving throws against poison.Handaxe. Melee or Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Handaxe"} to hit
Monsters
Waterdeep: Dragon Heist
Dwarven Resilience. Ahmaergo has advantage on saving throws against being poisoned.
Indomitable (2/Day). Ahmaergo can reroll a saving throw that he fails. He must use the new roll.
Second Wind
(Recharges after a Short or Long Rest). As a bonus action, Ahmaergo can regain 20 hit points.Multiattack. Ahmaergo makes three attacks with his greataxe.
Greataxe. Melee Weapon Attack: +9;{"diceNotation
Monsters
Icewind Dale: Rime of the Frostmaiden
Keen Hearing and Sight. The dwarf has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Dwarven Resilience. The dwarf has advantage on saving throws against poison and resistance
against poison damage.Multiattack. The dwarf makes two melee attacks or two ranged attacks.
Handaxe. Melee or Ranged Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction
Monsters
Waterdeep: Dragon Heist
Dwarven Resilience. Thorvin has advantage on saving throws against poison.Club. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Club"} to hit, reach 5 ft., one
Monsters
Tomb of Annihilation
Resilience. Hew has advantage on saving throws against being poisoned.Battleaxe. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Battleaxe"} to hit, reach 5 ft., one
Reckless. At the start of his turn, Hew can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn.
Dwarven
Monsters
Waterdeep: Dragon Heist
Pack Tactics. Noska has advantage on an attack roll against a creature if at least one of his allies is within 5 feet of the creature and the ally isn't incapacitated.
Dwarven Resilience. Noska has
advantage on saving throws against poison.
Missing Arm. He has disadvantage on Strength checks made to climb, due to his disability.Multiattack. The thug makes two melee attacks.
Mace. Melee Weapon
Monsters
Waterdeep: Dragon Heist
Dark Devotion. Ott has advantage on saving throws against being charmed or frightened.
Dwarven Resilience. Ott has advantage on saving throws against poison.Scimitar. Melee Weapon Attack: +3
Monsters
Storm King's Thunder
Dwarven Resilience. They have advantage on saving throws against poison and resistance to poison damage.Spear. Melee or Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit
Monsters
Acquisitions Incorporated
Divine Eminence. As a bonus action, Dagdra can expend a spell slot to cause her melee weapon attacks to magically deal an extra 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Divine
increases by 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Divine Eminence"} for each level above 1st.
Dwarven Resilience. She has advantage on saving throws against poison and resistance
Duergar Stone Guard
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Phalanx Formation. The duergar has advantage on
well as on Wisdom (Perception) checks that rely on sight.King's Knife. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"King"} to hit, reach 5 ft., one target. Hit: 7
Monsters
Princes of the Apocalypse
Action Surge (Recharges after a Short or Long Rest). Drannin takes an additional action on his turn.
Brute. A melee weapon deals one extra die of its damage when Drannin hits with it (included in
the attack).
Dwarven Resilience. Drannin has advantage on saving throws against poison.
Indomitable (Recharges after a Short or Long Rest). Drannin can reroll a saving throw that he fails. He must use
Monsters
Storm King's Thunder
Dwarven Resilience. Ghelryn has advantage on saving throws against poison.
Giant Slayer. Any weapon attack that Ghelryn makes against a giant deals an extra 7 (2d6);{"diceNotation":"2d6","rollType
":"roll","rollAction":"Giant Slayer"} damage on a hit.Multiattack. Ghelryn makes two Battleaxe attacks.
Battleaxe. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction
Monsters
Waterdeep: Dungeon of the Mad Mage
Angelic Weapons. The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8;{"diceNotation":"5d8","rollType":"damage","rollAction":"Angelic
effects.Multiattack. The planetar makes two melee attacks.
Greatsword. Melee Weapon Attack: +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Greatsword"} to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7
Monsters
Out of the Abyss
Dwarven Resilience. Amarith has advantage on saving throws against poison, and she has resistance against poison damage.Multiattack. The veteran makes two Warhammer attacks. If it has a shortsword
drawn, it can also make a shortsword attack.
Warhammer. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Warhammer"} to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3
Monsters
Storm King's Thunder
Dwarven Resilience. They have advantage on saving throws against poison, and they have resistance to poison damage.
Equipment. Each is equipped with a potion of gaseous form.Multiattack. The shield
dwarf makes two battleaxe attacks. If it has a handaxe drawn, it can also make a handaxe attack.
Battleaxe. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Battleaxe
Monsters
Storm King's Thunder
Dwarven Resilience. He or she has advantage on saving throws against poison and resistance to poison damage.Multiattack. The veteran makes two battleaxe attacks. If it has a handaxe drawn, it can
also make a handaxe attack.
Battleaxe. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Battleaxe"} to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3);{"diceNotation
Monsters
Storm King's Thunder
Dwarven Resilience. The Weevil has advantage on saving throws against poison and resistance to poison damage.Multiattack. As an action, the Weevil can make three melee attacks, two attacks with one
hit.
handaxe, +1;+1 Handaxe. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"magicitem"} to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3
Monsters
Storm King's Thunder
Dwarven Resilience. Jasper has advantage on saving throws against poison, and they have resistance to poison damage.Multiattack. Jasper makes two battleaxe attacks. If he has a handaxe drawn, he can
also make a handaxe attack.
Battleaxe. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Battleaxe"} to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3);{"diceNotation
Spells
Fizban's Treasury of Dragons
or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal
until the spell ends.
Actions
Multiattack. The dragon makes a number of Rend attacks equal to half the spell’s level (rounded down), and it uses Breath Weapon.
Rend. Melee Weapon Attack: your
Monsters
Eberron: Rising from the Last War
Warforged Resilience. The warforged has advantage on saving throws against being poisoned and is immune to disease. Magic can't put it to sleep.Multiattack. The warforged makes two armblade attacks
.
Armblade. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Armblade"} to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3","rollType":"damage
Monsters
Storm King's Thunder
Dwarven Resilience. Augrek has advantage on saving throws against poison.Warhammer. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Warhammer"} to hit, reach 5 ft
","rollType":"damage","rollAction":"Warhammer","rollDamageType":"bludgeoning"} bludgeoning damage if used with two hands.
Heavy Crossbow. Ranged Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit
Monsters
Storm King's Thunder
the die and must use the new roll.
Stout Resilience. Oren has advantage on saving throws against poison.Dagger. Melee or Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit
Monsters
Storm King's Thunder
Brave. The knight has advantage on saving throws against being frightened.
Dwarven Resilience. Each knight has advantage on saving throws against poison, and resistance to poison damage.Multiattack
. The knight makes two melee attacks.
Warhammer. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Warhammer"} to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3
Monsters
Tales from the Yawning Portal
Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
Duergar Resilience. The spy has advantage on saving throws against poison, spells
when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have
Monsters
Out of the Abyss
Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the
, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and
Monsters
Tales from the Yawning Portal
Duergar Resilience. Snurrevin has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, Snurrevin
magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and
Duergar Kavalrachni
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
Cavalry Training. When the duergar hits a target with a melee attack while mounted on a female steeder, the steeder can make a melee attack against the same target as a reaction.
Duergar Resilience
duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks
Monsters
Princes of the Apocalypse
Dwarven Resilience. Grumink has advantage on saving throws against poison, and he has resistance against poison damage.
Assassinate. During his first turn, Grumink has advantage on attack rolls
);{"diceNotation":"4d6","rollType":"roll","rollAction":"Sneak Attack"} damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an