Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'down melee also'.
Equipment
must have a feature that lets you use it.
Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5
feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Magic Items
Dungeon Master’s Guide
This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. It also has the following additional properties. Once one of these properties
is used, it can’t be used again until the next dawn.
Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 Lightning damage (no action
Equipment
must have a feature that lets you use it.
Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5
feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Magic Items
Dungeon Master’s Guide
magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your
height above it.
Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target takes an extra
Magic Items
Dungeon Master’s Guide
, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.
The apparatus floats on water. It can also
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
Temporary Hit Points.Beaks. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Beaks"}, reach 5 ft. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2", "rollType":"damage
the Deafened condition until the start of the swarm’s next turn. While Deafened, the target also has Disadvantage on ability checks and attack rolls.Bludgeoning, Piercing, Slashing
Monsters
Monster Manual
Magic Resistance. The pseudodragon has Advantage on saving throws against spells and other magical effects.Multiattack. The pseudodragon makes two Bite attacks.
Bite. Melee Attack Roll: +4
":"Poison"} Poison damage, and the target has the Poisoned condition for 1 hour. While Poisoned, the target also has the Unconscious condition, which ends early if the target takes damage or a creature within 5 feet of it takes an action to wake it.
Monsters
Monster Manual
web.Multiattack. The spider makes two Bite attacks.
Bite. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 8 (1d10 + 3);{"diceNotation":"1d10+3
. If this damage reduces the target to 0 Hit Points, the target becomes Stable, and it has the Poisoned condition for 1 hour. While Poisoned, the target also has the Paralyzed condition.Ethereal Jaunt. The spider teleports from the Material Plane to the Ethereal Plane or vice versa.
Monsters
Monster Manual
. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Greataxe"}, reach 5 ft. Hit: 10 (1d12 + 4);{"diceNotation":"1d12+4", "rollType":"damage", "rollAction":"Greataxe
creature within 5 feet of the target.
Javelin. Melee or Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Javelin"}, reach 5 ft. or range 30/120 ft. Hit: 18 (4d6 + 4
Monsters
Monster Manual
Multiattack. The warrior makes three attacks, using Greatsword or Longbow in any combination.
Greatsword. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction
":"Greatsword"}, reach 5 ft. Hit: 19 (4d6 + 5);{"diceNotation":"4d6+5", "rollType":"damage", "rollAction":"Greatsword", "rollDamageType":"Slashing"} Slashing damage. The warrior also creates one of the following
Monsters
Monster Manual
creature it becomes: on 1–4, Twig Blight; on 5–6, Needle Blight; on 7–8, Vine Blight.Multiattack. The blight makes two attacks, using Slam or Thorn Volley in any combination. It also uses
Life-Draining Root.
Slam. Melee Attack Roll: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Slam"}, reach 10 ft. Hit: 25 (4d8 + 7);{"diceNotation":"4d8+7", "rollType":"damage
Monsters
Monster Manual
Abduct. The grell needn’t spend extra movement to move a creature it is grapple;grappling.Multiattack. The grell makes one Beak attack and one Paralyzing Tentacles attack.
Beak. Melee Attack
"} Piercing damage.
Paralyzing Tentacles. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Paralyzing Tentacles"}, reach 10 ft. Hit: 7 (1d10 + 2);{"diceNotation
Monsters
Monster Manual
barriers.Multiattack. The intellect devourer makes one Claw attack and uses Devour Intellect.
Claw. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 7
intellect devourer must leave it. The intellect devourer is also forced out if the target regains its devoured brain by means of a Wish spell. By spending 5 feet of its movement, the intellect devourer
Monsters
Monster Manual
Points.Multiattack. The revenant uses Vengeful Glare and makes two Slam attacks.
Slam. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Slam"}, reach 5 ft. Hit: 11
automatically. If the Frightened target is cursed by the revenant (see Vow of Revenge), the target also has the Paralyzed condition for the duration.PoisonNecrotic, PsychicVow of Revenge (1/Day). The revenant
Magic Items
Dungeon Master’s Guide
97–00
97–00
Void
Each card’s effect is described below.
Balance. You can increase one of your ability scores by 2, to a maximum of 22, provided you also decrease another
Guide), it is destroyed by some calamity beyond your control. Any documentation that proves you should own something lost to this card also disappears.
Sage. At any time you choose within one year of
Monsters
Monster Manual
hag knows its location anywhere in the multiverse.Multiattack. The hag makes two Spectral Claw attacks and uses Crackling Wave.
Spectral Claw. Melee or Ranged Attack Roll: +14;{"diceNotation":"1d20
, it also casts Confusion centered on itself. The spell uses the creature’s spellcasting ability and doesn’t require Concentration.
If the arch-hag is destroyed or moves its lair elsewhere
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the beholder fails a saving throw, it can choose to succeed instead.Multiattack. The beholder uses Eye Rays three times.
Bite. Melee Attack Roll
the Restrained condition until the start of the beholder’s next turn or until the beholder has the Incapacitated condition. The beholder can also exert fine control on objects with this ray
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the death tyrant fails a saving throw, it can choose to succeed instead.Multiattack. The death tyrant uses Eye Rays three times.
Bite. Melee Attack
direction. The target has the Restrained condition until the start of the death tyrant’s next turn or until the death tyrant has the Incapacitated condition. The death tyrant can also exert fine
Spells
Elemental Evil Player's Companion
turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels. When you cast this spell
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next
Magic Items
The Book of Many Things
, along with anything you are wearing or carrying, up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make
Magic Items
Storm King's Thunder
, and your hit point maximum is doubled (your current hit points are doubled when you drink the potion). In addition, the reach of your melee attacks increases by 5 feet.
Everything you are carrying
and wearing also increases in size for the duration. When rolling damage for weapons enlarged in this manner, roll three times the normal number of dice; for example, an enlarged longsword would deal
Magic Items
Tyranny of Dragons
minutes.
Dragon Tongue. You can speak and understand Draconic. You also have advantage on any Charisma check you make against white dragons.
Legendary Resistance (1/Day). If you fail a saving throw
, you can choose to succeed instead.
Winter’s Fury. While your current hit points are equal to or less than half your hit point maximum, you deal an extra 1d8 cold damage with your melee attacks.
Magic Items
Mythic Odysseys of Theros
A creature that touches this ornate wooden vessel for 1 minute gains the benefits of a short rest. That creature also gains the effects of the bless spell until the creature finishes a short or long
begin its turn using the Attack action to make one melee or ranged attack (its choice) against the creature nearest to it. The berserk creature can repeat the save at the end of its turn, ending the
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
target. Hit: 2 (1d4);{"diceNotation":"1d4","rollType":"damage","rollAction":"Club","rollDamageType":"bludgeoning"} bludgeoning damage.Thorvin serves as Xanathar's chief engineer and trapsmith. He also
Monsters
Spelljammer: Adventures in Space
Bite. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage
also make fine trackers and capable beasts of burden. Space swine that are trained for battle are typically outfitted with half-plate barding and are referred to as death squealers.
A fully grown
Monsters
Curse of Strahd
laughter
2nd level (2 slots): alter self, invisibilityClaws (Requires Alter Self). Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Claws"} to hit, reach 5 ft., one target
. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage","rollAction":"Claws","rollDamageType":"slashing"} slashing damage. This attack is magical.
Dagger. Melee or Ranged Weapon Attack: +2
Monsters
Phandelver and Below: The Shattered Obelisk
Multiattack. The grell psychic makes one Tentacle attack and one Beak attack.
Beak. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Beak"} to hit, reach 5 ft
., one target. Hit: 10 (3d4 + 3);{"diceNotation":"3d4+3", "rollType":"damage", "rollAction":"Beak", "rollDamageType":"piercing"} piercing damage.
Tentacle. Melee Weapon Attack: +5;{"diceNotation":"1d20+5
Summon Fiend
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Tasha’s Cauldron of Everything
effects.
Actions
Multiattack. The fiend makes a number of attacks equal to half this spell’s level (rounded down).
Bite (Demon Only). Melee Weapon Attack: your spell attack modifier to hit
, reach 5 ft., one target. Hit: 1d12 + 3 + the spell’s level necrotic damage.
Claws (Yugoloth Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3
Monsters
Princes of the Apocalypse
Chilling Mist. While it is alive, the one-eyed shiver projects an aura of cold mist within 10 feet of itself. If the one-eyed shiver deals damage to a creature in this area, the creature also takes 5
): chill touch, mage hand
1st level (4 slots): fog cloud, mage armor, thunderwave
2nd level (3 slots): mirror image, misty step
3rd level (2 slots): fearDagger. Melee Weapon Attack: +4
Monsters
Baldur’s Gate: Descent into Avernus
(with no chance of error)
Magic Weapons. The hollyphant's weapon attacks are magical.Tusks. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Tusks"} to hit, reach 5 ft
, creating a trumpet sound that can be heard out to a range of 600 feet. The trumpet also creates a 30-foot cone of energy that has one of the following effects, chosen by the hollyphant:
Trumpet of Blasting
Monsters
Storm King's Thunder
that rely on smell.
Poison Sense. A tressym can detect whether a substance is poisonous by taste, touch, or smell.Claws. Melee Weapon Attack: +0;{"diceNotation":"1d20+0","rollType":"to hit
, but they rarely lair or hunt together. They peacefully ignore bats, faerie dragons, and the like, but they hate stirges and evil flying monsters such as manticores. They also enjoy teasing dogs
Monsters
Tales from the Yawning Portal
stalagmite.
Reduced Threat. This creature has -2 penalty on all ability checks and saving throws.Crush. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Crush"} to
target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also blinded and unable to breathe while
Monsters
The Wild Beyond the Witchlight
attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is incapacitated or has a speed of 0.Tentacles. Melee Weapon Attack: +3
Monsters
Acquisitions Incorporated
, plates, screws, and wires, leaving behind its weapons and anything else it was carrying.
Each collapsed modron also spits out a six-inch-diameter magically charged disk that powers the creature, as well as
a platinum rod.Dagger. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1);{"diceNotation":"1d4+1","rollType
Monsters
Acquisitions Incorporated
, screws, and wires, leaving behind its weapons and anything else it was carrying.
Each collapsed modron also spits out a six-inch-diameter magically charged disk that powers the creature, as well as a
platinum rod.Multiattack. The quadrone makes two fist attacks or four shortbow attacks.
Fist. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Fist"} to hit, reach 5