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                        Returning 34 results for 'detach instead are been'.
                    
                
                        
                            
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                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    ":"piercing"} piercing damage, and the eel attaches to the target. While attached, the eel canât make Bite attacks. Instead, the target takes 4 (1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage
                                                
                                            
                                                
                                                    ","rollAction":"Bite","rollDamageType":"piercing"} piercing damage at the start of each of the eelâs turns. The eel can detach itself as a bonus action. A creature, including the target, can use
                                                
                                            
                                        
                                                     Monsters
                                                    Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     Far Realm, the eggs within an encephalon cluster no longer hatch into illithid tadpoles. Instead, when one of an encephalon clusterâs eggs reaches maturity, it is ejected from the mass as an
                                                
                                            
                                                
                                                    ât use Leech again until it detaches. It can detach itself by spending 5 feet of its movement. As an action, the target or a creature within 5 feet of the target can detach the gemmule by succeeding on a DC 15 Strength check.
                                                
                                            
                                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     wood.
An attached barkburr can detach itself by spending 5 feet of its movement on its turn. A creature that can reach the barkburr, including the target, can use its action to detach the barkburr by
                                                
                                            
                                                
                                                     target has the petrified condition until freed by the Greater Restoration spell or another effect, except it turns into a tree instead of stone. Any equipment the target is wearing or carrying is
                                                
                                            
                                        
                                                     Magic Items
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    As an action, you make a few snips with these iron shears and cause the shadow of a Humanoid creature you can see within 5 feet of you to detach from its source. If the creature is unwilling to give
                                                
                                            
                                                
                                                     creature type is Fey instead of Undead. A creature whose Strength is reduced to 0 by this shadowâs Strength Drain attack does not die but falls unconscious instead. The creature regains
                                                
                                            
                                        
                                                    Stirge
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    ":"damage","rollAction":"Blood Drain","rollDamageType":"piercing"} piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the
                                                
                                            
                                                
                                                     stirge's turns, the target loses 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType":"roll","rollAction":"Blood Drain"} hit points due to blood loss.
The stirge can detach itself by spending 5 feet of its
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen's Fiendish Folio Volume 1
                                                    
                                                
                                            
                                                     metal shield, the khargra attaches to that armor or shield. While attached, the khargra doesn't attack. Instead, at the start of each of the khargra's turns, roll a d20. On a 10 or higher, the armor or
                                                
                                            
                                                
                                                     shield takes a permanent and cumulative â1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. The khargra can detach itself by spending 5 feet
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     the target. While attached, the stirge doesnât attack. Instead, at the start of each of the stirgeâs turns, the target loses 5 (1d4 + 3) hit points due to blood loss.
 The stirge can detach itself
                                                
                                            
                                                
                                                     by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Booâs Astral Menagerie
                                                    
                                                
                                            
                                                     attacks. Instead, the target takes 4 (1d6 + 1) piercing damage at the start of each of the eelâs turns. The eel can detach itself as a bonus action. A creature, including the target, can use its action
                                                
                                            
                                                
                                                    Space Eel Space eels avoid confrontations with larger creatures unless the eels are starving. These 5-foot-long scavengers might trail a spelljamming ship and feed on barnacles they detach from the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                    ., one creature. Hit: 5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesnât attack. Instead, at the start of each of the stirgeâs turns, the target loses
                                                
                                            
                                                
                                                     5 (1d4 + 3) hit points due to blood loss.
 The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                    ) piercing damage, and the stirge attaches to the target. While attached, the stirge doesnât attack. Instead, at the start of each of the stirgeâs turns, the target loses 5 (1d4 + 3) hit points due to
                                                
                                            
                                                
                                                     blood loss.
 The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
                                                    
                                                
                                            
                                                    , reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesnât attack. Instead, at the start of each of the stirgeâs turns, the
                                                
                                            
                                                
                                                     target loses 5 (1d4 + 3) hit points.
  The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points from the target or the target dies. A creature, including the target, can use its action to detach the stirge.
                                                
                                            
                                        
                                                     magic-items
                                                    
                                                    
                                                
                                            
                                                     a successful save, the wonder drops to 1 Hit Point instead.
Wind-Up Operation. The wonder has the Unconscious condition until another creature winds it with the wonderâs unique key for 1
                                                
                                            
                                                
                                                     detach itself from one of these cords. A creature attached to a cord can leap from the gyrocopter wonder and glide, moving up to 5 feet horizontally for every 1 foot it descends in the air. If a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    . While attached, the stirge doesnât attack. Instead, at the start of each of the stirgeâs turns, the target loses 5 (1d4 + 3) hit points due to blood loss.
 The stirge can detach itself by spending 5
                                                
                                            
                                                
                                                     feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    Encephalon Gemmule Due to the influence of the Far Realm, the eggs within an encephalon cluster no longer hatch into illithid tadpoles. Instead, when one of an encephalon clusterâs eggs reaches
                                                
                                            
                                                
                                                     turns, and the gemmule canât use Leech again until it detaches. It can detach itself by spending 5 feet of its movement. As an action, the target or a creature within 5 feet of the target can detach the gemmule by succeeding on a DC 15 Strength check.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     has the restrained condition as its body begins to transform into wood.
 An attached barkburr can detach itself by spending 5 feet of its movement on its turn. A creature that can reach the barkburr
                                                
                                            
                                                
                                                    , including the target, can use its action to detach the barkburr by making a successful DC 13 Strength (Athletics) check.
 Lignify. The barkburr targets the creature it is attached to, and the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     you can see within 5 feet of you to detach from its source. If the creature is unwilling to give up its shadow, it can make a DC 15 Charisma saving throw, retaining its shadow on a success. Whether or
                                                
                                            
                                                
                                                     shadow stat block in the Monster Manual, but its creature type is Fey instead of Undead. A creature whose Strength is reduced to 0 by this shadowâs Strength Drain attack does not die but falls
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
                                                    
                                                
                                            
                                                    , the khargra attaches to that armor or shield. While attached, the khargra doesnât attack. Instead, at the start of each of the khargraâs turns, roll a d20. On a 10 or higher, the armor or shield
                                                
                                            
                                                
                                                     takes a permanent and cumulative â1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed.
 The khargra can detach itself by spending 5 feet of its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     Witchlight vane instead of the Witchlight watch, Burly asserts that the watch is easier to steal because itâs smaller and often tucked in Mister Witchâs pocket, whereas Mister Light is rarely seen without
                                                
                                            
                                                
                                                    â tools, a dagger, or a pair of scissors to snip or detach the chain securing the watch. If the characters rob Mister Witch of his timepiece, he and Light are desperate to get it back. Theyâd prefer not
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     objects float around randomly.
05â06
The nearest creature is affected by a Hideous Laughter spell (spell save DC 15) but instead of laughing, they repeat unfathomable syllables and words
                                                
                                            
                                                
                                                     the Blink spell for 1 minute. Instead of vanishing into the Ethereal Plane, the creature vanishes into a sliver of time in its past or possible future.
11â12
A prismatic burst of energy
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    . Unattended objects float around randomly.
05â06
The nearest creature is affected by a Hideous Laughter spell (spell save DC 15) but instead of laughing, they repeat unfathomable syllables and
                                                
                                            
                                                
                                                     affected by the Blink spell for 1 minute. Instead of vanishing into the Ethereal Plane, the creature vanishes into a sliver of time in its past or possible future.
11â12
A prismatic burst of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     attached, the stirge doesnât attack. Instead, at the start of each of the stirgeâs turns, the target loses 5 (1d4 + 3) hit points due to blood loss.
 The stirge can detach itself by spending 5 feet of
                                                
                                            
                                                
                                                     quickling is incapacitated or restrained.
 Evasion. If the quickling is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    . Unattended objects float around randomly.
05â06
The nearest creature is affected by a Hideous Laughter spell (spell save DC 15) but instead of laughing, they repeat unfathomable syllables and
                                                
                                            
                                                
                                                     affected by the Blink spell for 1 minute. Instead of vanishing into the Ethereal Plane, the creature vanishes into a sliver of time in its past or possible future.
11â12
A prismatic burst of
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    . Unattended objects float around randomly.
05â06
The nearest creature is affected by a Hideous Laughter spell (spell save DC 15) but instead of laughing, they repeat unfathomable syllables and words
                                                
                                            
                                                
                                                     the Blink spell for 1 minute. Instead of vanishing into the Ethereal Plane, the creature vanishes into a sliver of time in its past or possible future.
11â12
A prismatic burst of energy
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    . Unattended objects float around randomly.
05â06
The nearest creature is affected by a Hideous Laughter spell (spell save DC 15) but instead of laughing, they repeat unfathomable syllables and
                                                
                                            
                                                
                                                     by the Blink spell for 1 minute. Instead of vanishing into the Ethereal Plane, the creature vanishes into a sliver of time in its past or possible future.
11â12
A prismatic burst of energy
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     climbing. Unattended objects float around randomly.
05â06
The nearest creature is affected by a Hideous Laughter spell (spell save DC 15) but instead of laughing, they repeat unfathomable
                                                
                                            
                                                
                                                     is affected by the Blink spell for 1 minute. Instead of vanishing into the Ethereal Plane, the creature vanishes into a sliver of time in its past or possible future.
11â12
A prismatic
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     adventurers approach, cloaking themselves in darkness as they unfurl and attack. A creature in a boat or on a raft that tries and fails to detach a darkmantle from itself or another creature must
                                                
                                            
                                                
                                                    ).  Green Hag Nanny Plunk is a green hag who likes to taunt and lead travelers astray. She might instead bargain with the characters with her knowledge of the Darklake, especially if her life or freedom is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     deals 78 (12d12) force damage instead.
 Reactions
 Preemptive Strike. The living spell makes a melee attack against a creature that starts its turn within 5 feet of the living spell.
 Living
                                                
                                            
                                                
                                                     move through a space as narrow as 1 inch wide without squeezing. The living spell canât detach from a solid surface, such as a wall, ceiling, or floor. If it has no surface to attach to, the living
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    .
 Legendary Resistance (3/Day, or 4/Day in Lair). If the sphinx fails a saving throw, it can choose to succeed instead.
 Actions
 Multiattack. The sphinx makes three Claw attacks.
 Claw. Melee Attack
                                                
                                            
                                                
                                                     succeed instead.
 Actions
 Multiattack. The sphinx makes two Claw attacks and uses Roar.
 Claw. Melee Attack Roll: +12, reach 5 ft. Hit: 20 (4d6 + 6) Slashing damage.
 Roar (3/Day). The sphinx
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     Common plus one other language
 CR 9 (XP 5,000; PB +4)
 Traits
 Acid Absorption. Whenever the golem is subjected to Acid damage, it takes no damage and instead regains a number of Hit Points equal to
                                                
                                            
                                                
                                                    .
 The cloaker can detach itself by spending 5 feet of movement. The target or a creature within 5 feet of it can take an action to try to detach the cloaker, doing so by succeeding on a DC 14
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     can take an action to try to detach the darkmantle from itself, doing so with a successful DC 13 Strength (Athletics) check. On its turn, the darkmantle can detach itself by using 5 feet of movement
                                                
                                            
                                                
                                                     and using Charisma as the spellcasting ability (spell save DC 17):
 At Will: Detect Evil and Good, Detect Magic
 2/Day Each: Create Food and Water (can create wine instead of water), Tongues, Wind
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     attack. Melody of Precision. If youâre proficient in Performance, you gain a +1 bonus to the attack roll. If you have expertise in Performance, you gain a +2 bonus instead. Melody of Reverberation. The
                                                
                                            
                                                
                                                     piercing damage at the start of each of the targetâs turns. If the leech deals at least 10 damage or the target dies, the leech falls off. A creature, including the target, can use its action to detach the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     as a âDuergar Patrolâ encounter instead. Random Encounters in Gracklstugh  d20 Encounter   1â2 Abusive duergar guards 3â4 deep gnome (svirfneblin) merchant* 5â7 derro rioters* 8â9 drow emissary* 10â12
                                                
                                            
                                                
                                                     of them detach from the mob to attack the characters. Four duergar patrols (see âDuergar Patrolâ) arrive when the characters kill the last derro, but they simply nod at the characters before
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     mobile, will it fly or sail? Will it gain the power to teleport across the land? Will it sprout legs and walk? Everything depends on the type of headquarters. The top of a wizardâs tower might detach and
                                                
                                            
                                                
                                                     ridiculous speed, while arms at the back of the headquarters pick up the track as it passes. The train moves at quarter speed over difficult terrain (instead of half speed). It can pass over rivers, but
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     together and is harmless, but its gauntlets are detachable. Both gauntlets are animated objects statistically identical to flying swords, except they deal bludgeoning damage instead of slashing damage
                                                
                                            
                                                
                                                    . The gauntlets detach from the armor and attack anyone who disturbs them or frees the prisoner from his shackles. D13. Morgue Unless the characters approach this room quietly and without light
                                                
                                            
                                        






