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Returning 35 results for 'damage instead are beast'.
Monsters
Monster Manual
Avoidance. If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the save and half damage if it
fails. It can’t use this trait if it has the Incapacitated condition.
Displacement. Attack rolls against the displacer beast have Disadvantage, since it projects an illusion that makes it
Spells
Player’s Handbook
of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating
Spells
Player’s Handbook
Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target
, the spell ends.
Using a Higher-Level Spell Slot. You can target one additional Beast for each spell slot level above 1.
Magic Items
Dungeon Master’s Guide
Held in the dungeon of White Plume Mountain, Wave is engraved with images of waves, shells, and sea creatures.
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When
you roll a 20 on the d20 for an attack roll with this weapon, the target takes an extra 21 Necrotic damage.
While holding Wave, you gain the following benefits:
Combat Ready. You have Advantage on
Magic Items
Dungeon Master’s Guide
creature instead takes an extra 30 Slashing damage from the hit. If the creature has Legendary Resistance, it can expend one daily use of that trait to avoid losing its head, taking the extra damage instead.
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. In addition, the weapon ignores Resistance to Slashing damage.
When you use this weapon to attack a creature that
Monsters
Monster Manual
Beast of Burden. The mule counts as one size larger for the purpose of determining its carrying capacity.Hooves. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction
":"Hooves"}, reach 5 ft. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2", "rollType":"damage", "rollAction":"Hooves", "rollDamageType":"Bludgeoning"} Bludgeoning damage.
Magic Items
Dungeon Master’s Guide
appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the
ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained
Spells
Player’s Handbook
Necrotic damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage.
Cantrip Upgrade. The damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12).
Magic Items
Dungeon Master’s Guide
Each time you make an attack roll with this magic weapon and hit, you can have it deal Lightning damage instead of Piercing damage.
Lightning Bolt. When you throw this weapon at a target no farther
than 120 feet from you, you can forgo making a ranged attack roll and instead turn the weapon into a bolt of lightning. This bolt forms a 5-foot-wide Line between you and the target. The target and
Magic Items
Dungeon Master’s Guide
This reinforced lute can be wielded as a magic Club that deals an extra 2d8 Thunder damage on a hit.
Sing and Swing. If you’re a Bard, you can use your Charisma modifier instead of your
Magic Items
Dungeon Master’s Guide
damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes.
Curse. Once you don this cursed armor, you can’t doff it unless you
Magic Items
Dungeon Master’s Guide
While holding this Shield, you have Resistance to damage from attacks made with Ranged weapons.
Curse. This Shield is cursed. Attuning to it curses you until you are targeted by a Remove Curse spell
or similar magic. Removing the Shield fails to end the curse on you. Whenever an attack with a Ranged weapon targets a creature within 10 feet of you, the curse causes you to become the target instead.
Spells
Player’s Handbook
Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using
Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon’s normal damage type (your choice).
Cantrip Upgrade. Whether you deal Radiant damage or the weapon
Spells
Player’s Handbook
A Club or Quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee
attacks using that weapon, and the weapon’s damage die becomes a d8. If the attack deals damage, it can be Force damage or the weapon’s normal damage type (your choice).
The spell ends early if
Spells
Player’s Handbook
You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 Hit Points before the spell ends, the target instead drops to 1 Hit Point, and the
spell ends.
If the spell is still in effect when the target is subjected to an effect that would kill it instantly without dealing damage, that effect is negated against the target, and the spell ends.
Magic Items
Dungeon Master’s Guide
, Stinking Cloud.
21–25
Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome just happened
.
26–30
You cast Gust of Wind. The Line created by the spell extends from you to the chosen point of origin.
31–35
Nothing happens at the chosen point of origin. Instead, you take
Spells
Player’s Handbook
As your attack hits or misses the target, the weapon or ammunition you’re using transforms into a lightning bolt. Instead of taking any damage or other effects from the attack, the target takes
4d8 Lightning damage on a hit or half as much damage on a miss. Each creature within 10 feet of the target then makes a Dexterity saving throw, taking 2d8 Lightning damage on a failed save or half as
Spells
Player’s Handbook
You spend the casting time tracing magical pathways within a precious gemstone, and then touch the target. The target must be either a Beast or Plant creature with an Intelligence of 3 or less or a
statistics for the Awakened Shrub or Awakened Tree in the Monster Manual.
The awakened target has the Charmed condition for 30 days or until you or your allies deal damage to it. When that condition ends, the awakened creature chooses its attitude toward you.
Monsters
Monster Manual
", "rollType":"to hit", "rollAction":"Holy Mace"}, reach 5 ft. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4", "rollType":"damage", "rollAction":"Holy Mace", "rollDamageType":"Bludgeoning"} Bludgeoning damage plus 18
(4d8);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Holy Mace", "rollDamageType":"Radiant"} Radiant damage.
Spellcasting. The deva casts one of the following spells, requiring no Material
Equipment
to prove they’re worthy to wield it.
Special. If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
Monsters
Monster Manual
finish a Long Rest before using this trait to cast that spell again.
Vile Appearance. Wisdom Saving Throw: DC 11, any Beast or Humanoid that starts its turn within 30 feet of the hag and can see the hag
Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 10 (2d6 + 3);{"diceNotation":"2d6+3", "rollType":"damage", "rollAction":"Claw", "rollDamageType
Monsters
Monster Manual
;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"bite"}, reach 5 ft. Hit: 11 (1d12 + 5);{"diceNotation":"1d12+5", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing damage
. Failure: 8 (1d6 + 5);{"diceNotation":"1d6+5", "rollType":"damage", "rollAction":"constrict", "rollDamageType":"Bludgeoning"} Bludgeoning damage. The target has the Grappled condition (escape DC 13), and
Magic Items
Dungeon Master’s Guide
+2 bonus to attack rolls and damage rolls made with this weapon, which deals Radiant damage instead of Slashing damage. When you hit an Undead with it, that target takes an extra 1d8 Radiant damage
Monsters
Monster Manual
(2d4 + 2);{"diceNotation":"2d4+2", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"Slashing"} Slashing damage.
Devour Intellect. Intelligence Saving Throw: DC 12, one creature the
intellect devourer can see within 5 feet. Failure: 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction":"Devour Intellect", "rollDamageType":"Psychic"} Psychic damage, and the target has the
Spells
Player’s Handbook
), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for
your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.
Spells
Player’s Handbook
outdoors in a storm when you cast this spell, the spell gives you control over that storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3.
you can see under the cloud. A lightning bolt shoots from the cloud to that point. Each creature within 5 feet of that point makes a Dexterity saving throw, taking 3d10 Lightning damage on a failed save
Spells
Player’s Handbook
duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.
Spells
Player’s Handbook
question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.
On a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.
Spells
Player’s Handbook
One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it
. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.
You have a telepathic link with the Charmed target while the two of you are on the same plane of
Monsters
Monster Manual
", "rollType":"to hit", "rollAction":"Rend"}, reach 10 ft. Hit: 16 (2d8 + 7);{"diceNotation":"2d8+7", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage plus 5 (1d10
);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Lightning"} Lightning damage.
Lightning Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge
Monsters
Monster Manual
. Hit: 19 (2d10 + 8);{"diceNotation":"2d10+8", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage plus 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction
":"Rend", "rollDamageType":"Fire"} Fire damage.
Fire Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Fire Breath"}. Dexterity Saving Throw: DC 21, each creature in a
Monsters
Monster Manual
. Hit: 17 (2d10 + 6);{"diceNotation":"2d10+6", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage plus 4 (1d8);{"diceNotation":"1d8", "rollType":"damage", "rollAction
":"Rend", "rollDamageType":"Acid"} Acid damage.
Acid Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Acid Breath"}. Dexterity Saving Throw: DC 18, each creature in an
Spells
Player’s Handbook
You create a simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that
simulacrum can’t gain levels, and it can’t take Short or Long Rests.
If the simulacrum takes damage, the only way to restore its Hit Points is to repair it as you take a Long Rest, during
Monsters
Monster Manual
);{"diceNotation":"2d8+8", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage plus 4 (1d8);{"diceNotation":"1d8", "rollType":"damage", "rollAction":"Rend
", "rollDamageType":"Cold"} Cold damage.
Cold Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Cold Breath"}. Constitution Saving Throw: DC 20, each creature in a 60-foot Cone
Monsters
Monster Manual
. Hit: 19 (2d8 + 10);{"diceNotation":"2d8+10", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage plus 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction
":"Rend", "rollDamageType":"Cold"} Cold damage.
Cold Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Cold Breath"}. Constitution Saving Throw: DC 24, each creature






