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Returning 35 results for 'creature a miss space bonus'.
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Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
A Doorway to Space When the characters are ready to continue their adventure, they can step through the portal in the Sigil sanctum and emerge on the Astral Plane in the Astral Sea. Like with the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
A Doorway to Space When the characters are ready to continue their adventure, they can step through the portal in the Sigil sanctum and emerge on the Astral Plane in the Astral Sea. Like with the
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Appendix A: Creature statistics This appendix details creatures that are encountered in this adventure.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Knocking Out a Creature When you would reduce a creature to 0 Hit Points with a melee attack, you can instead reduce the creature to 1 Hit Point. The creature then has the Unconscious condition and
starts a Short Rest. The creature remains Unconscious until it regains any Hit Points or until someone uses an action to administer first aid to it, which requires a successful DC 10 Wisdom (Medicine) check.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Knocking a Creature Out Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can
knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Knocking Out a Creature When you would reduce a creature to 0 Hit Points with a melee attack, you can instead reduce the creature to 1 Hit Point. The creature then has the Unconscious condition and
starts a Short Rest. The creature remains Unconscious until it regains any Hit Points or until someone uses an action to administer first aid to it, which requires a successful DC 10 Wisdom (Medicine) check.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Knocking a Creature Out Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can
knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Creating a Creature Randy Vargas Baba Yaga invents a new creature—a fire-breathing Giant Toad! Use the approaches and examples in the following sections to build custom creatures for your game.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Creating a Creature Randy Vargas Baba Yaga invents a new creature—a fire-breathing Giant Toad! Use the approaches and examples in the following sections to build custom creatures for your game.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Knocking Out a Creature When you would reduce a creature to 0 Hit Points with a melee attack, you can instead reduce the creature to 1 Hit Point. The creature then has the Unconscious condition and
starts a Short Rest. The creature remains Unconscious until it regains any Hit Points or until someone uses an action to administer first aid to it, which requires a successful DC 10 Wisdom (Medicine) check.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Knocking Out a Creature When you would reduce a creature to 0 Hit Points with a melee attack, you can instead reduce the creature to 1 Hit Point. The creature then has the Unconscious condition and
starts a Short Rest. The creature remains Unconscious until it regains any Hit Points or until someone uses an action to administer first aid to it, which requires a successful DC 10 Wisdom (Medicine) check.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Knocking a Creature Out Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can
knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Knocking a Creature Out Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can
knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Appendix A: Creature statistics This appendix details creatures that are encountered in this adventure.
Equipment
The boomerang is a ranged weapon, and any creature proficient with the javelin is also proficient with this weapon.
On a miss, a boomerang returns to the thrower's hand.
Magic Items
D&D Free Rules (2024)
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged
attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand.
Monsters
Monster Manual
":"Slashing"} Slashing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from two of four claws, and it has the Restrained condition until the grapple
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
Magic Items
Dungeon Master’s Guide (2024)
The next time you see a creature within 10 minutes after drinking this philter, you are charmed by that creature and have the Charmed condition for 1 hour.
This rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.
Magic Items
Dungeon Master’s Guide (2024)
Whelm is a powerful weapon forged by dwarves and lost in the dungeon of White Plume Mountain.
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.
Hurl. Whelm has the
Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 20 Constitution saving throw or have the Stunned
Monsters
Monster Manual
Fiendish Restoration. If the nycaloth 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
", "rollDamageType":"Slashing"} Slashing damage plus 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Mercurial Axe", "rollDamageType":"Force"} Force damage. Hit or Miss: The axe
Monsters
Monster Manual
;Opportunity Attacks. During this movement, fire fills a 5-foot Emanation originating from the salamander. When the Emanation enters a creature’s space, that creature takes 7 (2d6);{"diceNotation":"2d6
Fire Aura. At the end of each of the salamander’s turns, each creature of the salamander’s choice in a 10-foot Emanation originating from the salamander takes 10 (3d6);{"diceNotation
Equipment
You can douse a creature, object, or space with Oil or use it as fuel, as detailed below.
Dousing a Creature or an Object. When you take the Attack action, you can replace one of your attacks with
throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be
Monsters
Monster Manual
creature in a 10-foot Emanation originating from the solar at its destination space. Failure: 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction":"Radiant Teleport", "rollDamageType
magically returns to the solar’s hand or hovers within 5 feet of the solar immediately after a ranged attack.
Slaying Bow. Dexterity Saving Throw: DC 21, one creature the solar can see within 600 feet
Monsters
Monster Manual
", "rollDamageType":"Piercing"} Piercing damage.Parry. Trigger: The noble is hit by a melee attack roll while holding a weapon. Response: The noble adds 2 to its AC against that attack, possibly causing it to miss.
Monsters
Monster Manual
against that attack, possibly causing it to miss. On a miss, the pirate makes one Rapier attack against the triggering creature if within range.Captain’s Charm. Wisdom Saving Throw: DC 14, one
":"damage", "rollAction":"Pistol", "rollDamageType":"Piercing"} Piercing damage.Riposte. Trigger: The pirate is hit by a melee attack roll while holding a weapon. Response: The pirate adds 3 to its AC
Monsters
Monster Manual
the guardian. Response: The wearer gains a +5 bonus to AC, including against the triggering attack and possibly causing it to miss, until the start of the guardian’s next turn.Poison
the guardian.
Regeneration. The guardian regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point.
Spell Storing. A spellcaster who wears the guardian’s amulet can
Magic Items
Dungeon Master’s Guide (2024)
.
Moonblade Properties
1d100
Property
01-60
Increase the weapon’s bonus to attack rolls and damage rolls by 1, to a maximum of +3. Reroll if the Moonblade already has a +3 bonus.
61
time you throw the weapon, it flies back to your hand after the attack.
81-85
The Moonblade scores a Critical Hit on a roll of 19 or 20 on the d20.
86-95
You can take a Bonus Action to
Monsters
Monster Manual
", "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
"} Cold damage. Until the end of its next turn, the target can’t take a Bonus Action or Reaction, its Speed decreases by 10 feet, and it can move or take one action on its turn, not both. Hit or
Miss: The spear magically returns to the devil’s hand immediately after a ranged attack.
Tail. Melee Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Tail"}, reach
Monsters
Monster Manual
until the end of the target’s next turn.Counterattack. Trigger: The warrior is hit by an attack roll. Response: The warrior adds 4 to its AC against that attack, possibly causing it to miss. On a
effects:
Sap. The target has Disadvantage on its next attack roll before the start of the warrior’s next turn.
Maneuver. One ally who can see or hear the warrior can take a Reaction to move up
Monsters
Monster Manual
":"Bludgeoning"} Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition.Parry. Trigger: The gladiator is hit by a melee attack roll while holding a weapon. Response: The gladiator adds 3 to its AC against that attack, possibly causing it to miss.
Multiattack. The gladiator makes three Spear attacks. It can replace one attack with a use of Shield Bash.
Spear. Melee or Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit
Monsters
Monster Manual
":"Bludgeoning"} Bludgeoning damage. Hit or Miss: Earth explodes from the target’s space, creating the following effect. Dexterity Saving Throw: DC 16, each creature in a 10-foot Emanation
the Wish spell. If the dao knows it, the dao can cast it only on behalf of a non-genie creature who communicates a wish in a way the dao can understand. If the dao casts the spell for the creature, the
Monsters
Monster Manual
", "rollAction":"Clockwork Blade", "rollDamageType":"Force"} Force damage. Hit or Miss: The blade magically returns to the modron’s hand immediately after a ranged attack.
Monsters
Monster Manual
. Trigger: The bandit is hit by a melee attack roll while holding a weapon. Response: The bandit adds 2 to its AC against that attack, possibly causing it to miss.
Monsters
Monster Manual
Mimicry. The kenku can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.Shadow Blade
", "rollAction":"Shadow Blade", "rollDamageType":"Necrotic"} Necrotic damage. Hit or Miss: The blade magically returns to the kenku’s hand immediately after a ranged attack.Eldritch Lantern (Recharge 4