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Returning 35 results for 'example roll huge prowess can'.
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Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
What’s an example of an effect that can reduce Exhaustion? The Greater Restoration spell can reduce Exhaustion.
Monsters
Monster Manual
"}. Trigger: A creature the cyclops can see makes an attack roll against it. Response: The cyclops imposes Disadvantage on the roll, and the cyclops gains Advantage on attack rolls against the target until the end of the cyclops’s next turn.
Multiattack. The cyclops makes two attacks, using Stone Club or Rock in any combination.
Stone Club. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Stone Club
Spells
Player’s Handbook
Proficiency Bonus)
Actions
Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: Force damage equal to 1d4 + 3 (Medium or smaller), 2d6 + 3 + your spellcasting ability modifier (Large), or 2d12 + 3 + your spellcasting ability modifier (Huge).
number of objects is equal to your spellcasting ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three
Net
Legacy
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Equipment
has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a
Proficiency with a net allows you to add your proficiency bonus to the attack roll for any attack you make with it.
A Large or smaller creature hit by a net is restrained until it is freed. A net
Monsters
Monster Manual
Multiattack. The ankylosaurus makes two Tail attacks.
Tail. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Tail"}, reach 10 ft. Hit: 9 (1d10 + 4);{"diceNotation
":"1d10+4", "rollType":"damage", "rollAction":"Tail", "rollDamageType":"Bludgeoning"} Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition.
Monsters
Monster Manual
(escape DC 17). While Grappled, the target has the Restrained condition and can’t be targeted by the tyrannosaurus’s Tail.
Tail. Melee Attack Roll: +10;{"diceNotation":"1d20+10", "rollType
Multiattack. The tyrannosaurus makes one Bite attack and one Tail attack.
Bite. Melee Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Bite"}, reach 10 ft. Hit: 33
Monsters
Monster Manual
Multiattack. The triceratops makes two Gore attacks.
Gore. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Gore"}, reach 5 ft. Hit: 19 (2d12 + 6);{"diceNotation
":"2d12+6", "rollType":"damage", "rollAction":"Gore", "rollDamageType":"Piercing"} Piercing damage. If the target is Huge or smaller and the triceratops moved 20+ feet straight toward it immediately
Monsters
Monster Manual
Multiattack. The mammoth makes two Gore attacks.
Gore. Melee Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Gore"}, reach 10 ft. Hit: 18 (2d10 + 7);{"diceNotation
":"2d10+7", "rollType":"damage", "rollAction":"Gore", "rollDamageType":"Piercing"} Piercing damage. If the target is a Huge or smaller creature and the mammoth moved 20+ feet straight toward it
Monsters
Monster Manual
Multiattack. The roc makes two Beak attacks. It can replace one attack with a Talons attack.
Beak. Melee Attack Roll: +13;{"diceNotation":"1d20+13", "rollType":"to hit", "rollAction":"Beak"}, reach
10 ft. Hit: 28 (3d12 + 9);{"diceNotation":"3d12+9", "rollType":"damage", "rollAction":"Beak", "rollDamageType":"Piercing"} Piercing damage.
Talons. Melee Attack Roll: +13;{"diceNotation":"1d20+13
Monsters
Monster Manual
Multiattack. The elephant makes two Gore attacks.
Gore. Melee Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Gore"}, reach 5 ft. Hit: 15 (2d8 + 6);{"diceNotation":"2d8
+6", "rollType":"damage", "rollAction":"Gore", "rollDamageType":"Piercing"} Piercing damage. If the target is a Huge or smaller creature and the elephant moved 20+ feet straight toward it immediately
Monsters
Monster Manual
Water Breathing. The squid can breathe only underwater.Multiattack. The squid makes one Bite attack and one Tentacle attack.
Bite. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit
":"Bludgeoning"} Bludgeoning damage. If the target is a Huge or smaller creature, it has the Grappled condition (escape DC 16) from one of two tentacles, and the squid can pull the target up to 10 feet
Magic Items
Dungeon Master’s Guide
.
The coin has 1 charge and regains its expended charge daily at dawn. You can take a Magic action to toss the coin, expending its charge. Roll any die to determine whether the coin comes up heads (on
an even number) or tails (on an odd number). The roll also determines the effect:
Heads. Target one creature you can see within 60 feet of yourself. The target makes a DC 13 Wisdom saving throw. On a
Monsters
Monster Manual
Ram. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Ram"}, reach 10 ft. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4", "rollType":"damage", "rollAction":"Ram
", "rollDamageType":"Bludgeoning"} Bludgeoning damage plus 5 (2d4);{"diceNotation":"2d4", "rollType":"damage", "rollAction":"Ram", "rollDamageType":"Radiant"} Radiant damage. If the target is a Huge or smaller
Monsters
Monster Manual
Brutal Gore attack and two Slam attacks.
Brutal Gore. Melee Attack Roll: +13;{"diceNotation":"1d20+13", "rollType":"to hit", "rollAction":"Brutal Gore"}, reach 10 ft. Hit: 40 (6d10 + 7
);{"diceNotation":"6d10+7", "rollType":"damage", "rollAction":"Brutal Gore", "rollDamageType":"Piercing"} Piercing damage. If the target is a Huge or smaller creature, it is pushed up to 20 feet straight away from
Monsters
Monster Manual
Amphibious. The dragon can breathe air and water.Multiattack. The dragon makes three Bite attacks. It can replace one attack with a Tail attack.
Bite. Melee Attack Roll: +13;{"diceNotation":"1d20+13
(2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"bite", "rollDamageType":"Fire"} Fire damage. Being underwater doesn’t grant Resistance to this Fire damage.
Tail. Melee Attack Roll
Monsters
Monster Manual
Magic Resistance. The owlbear has Advantage on saving throws against spells and other magical effects.Multiattack. The owlbear makes two Ravage attacks.
Ravage. Melee Attack Roll: +9;{"diceNotation
. If the target is a Huge or smaller creature and the owlbear moved 20+ feet straight toward it immediately before the hit, the target takes an extra 9 (2d8);{"diceNotation":"2d8", "rollType":"damage
Monsters
Monster Manual
Amphibious. The marid can breathe air and water.
Elemental Restoration. If the marid dies outside the Elemental Plane of Water, its body dissolves into brine, and it gains a new body in 1d4
;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Elemental Restoration"} days, reviving with all its Hit Points somewhere on the Plane of Water.
Wishes. The marid has a 30 percent chance of knowing
Monsters
Monster Manual
"} Fire damage.
Legendary Resistance (3/Day). If the balor fails a saving throw, it can choose to succeed instead.
Magic Resistance. The balor has Advantage on saving throws against spells and other
magical effects.Multiattack. The balor makes one Flame Whip attack and one Lightning Blade attack.
Flame Whip. Melee Attack Roll: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Flame
Magic Items
Dungeon Master’s Guide
each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it
While this doll is within 5 feet of you, you can spend a Short Rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks
Monsters
Monster Manual
Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic has the Grappled condition (escape DC 13). Ability checks made to escape
this grapple have Disadvantage.Bite. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"}(with Advantage if the target is Grappled by the mimic), reach 5 ft. Hit: 7
Magic Items
Dungeon Master’s Guide
This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can take a Magic action to throw the sphere at a Huge or smaller creature you can see within 60 feet of yourself. As the
sphere moves through the air, it opens into a tangle of metal bands.
Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your Proficiency Bonus. On a hit, the target
Magic Items
Dungeon Master’s Guide
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.
The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s
bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.
Monsters
Monster Manual
, it can choose to succeed instead.
Lordly Presence. Wisdom Saving Throw: DC 20, any enemy that starts its turn in a 30-foot Emanation originating from the animal lord. Failure: The target suffers the
.
Rend. Melee Attack Roll: +13;{"diceNotation":"1d20+13", "rollType":"to hit", "rollAction":"Rend"}, reach 5 ft. Hit: 14 (2d6 + 7);{"diceNotation":"2d6+7", "rollType":"damage", "rollAction":"Rend
Monsters
Monster Manual
can choose to succeed instead.
Lordly Presence. Wisdom Saving Throw: DC 20, any enemy that starts its turn in a 30-foot Emanation originating from the animal lord. Failure: The target suffers the
other magical effects.Multiattack. The animal lord makes two attacks, using Rend or Radiant Ray in any combination, and uses Animal Spirit.
Rend. Melee Attack Roll: +13;{"diceNotation":"1d20+13
Spells
Player’s Handbook
Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the
spell ends, the target must subtract 1d4 from the attack roll or save.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Spells
Player’s Handbook
You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Spells
Player’s Handbook
attack roll against the new target, and make a new damage roll. The orb can’t leap again unless you cast the spell with a level 2+ spell slot.
Using a Higher-Level Spell Slot. The damage
hit, the target takes 3d8 damage of the chosen type.
If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an
Monsters
Monster Manual
, and the target has the Grappled condition (escape DC 20). Until the grapple ends, the target has the Restrained condition and can’t teleport.
Claw. Melee Attack Roll: +19;{"diceNotation":"1d20
Legendary Resistance (6/Day). If the tarrasque fails a saving throw, it can choose to succeed instead.
Magic Resistance. The tarrasque has Advantage on saving throws against spells and other magical
Equipment
have a feature that lets you use it.
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Proficiency with a Maul allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must
Equipment
must have a feature that lets you use it.
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Proficiency with a Trident allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you
Monsters
Monster Manual
Animal Lordship. An animal lord represents the Sage, which determines certain traits in this stat block.
Legendary Resistance (4/Day). If the animal lord fails a saving throw, it can choose to
the end of its next turn. While bewildered, the target subtracts 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Mired"} from its saving throws.
Magic Resistance. The animal lord has
Spells
Player’s Handbook
You conjure a vine that sprouts from a surface in an unoccupied space that you can see within range. The vine lasts for the duration.
Make a melee spell attack against a creature within 30 feet of
the vine. On a hit, the target takes 4d8 Bludgeoning damage and is pulled up to 30 feet toward the vine; if the target is Huge or smaller, it has the Grappled condition (escape DC equal to your spell
Equipment
must have a feature that lets you use it.
Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the
attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
Equipment
must have a feature that lets you use it.
Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack
roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
Spells
Player’s Handbook
target is no longer affected by the spell.
Creature. You can try to move a Huge or smaller creature. The target must succeed on a Strength saving throw, or you move it up to 30 feet in any direction
turn unless you use this option on it again and it fails the save.
Object. You can try to move a Huge or smaller object. If the object isn’t being worn or carried, you automatically move it up to