Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 35 results for 'fiendish score p 20'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        fiends score p 20
                                    
                                
                        
                    
                
                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice & Errata
                                                    
                                                
                                            
                                                    Flying Sword (p. 20) Speed: it can hover.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice & Errata
                                                    
                                                
                                            
                                                    The Afterlife (p. 20) In the second paragraph, the sentence beginning “The truly false and faithless ...” has been deleted.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice & Errata
                                                    
                                                
                                            
                                                    Dwarf Traits (p. 20) The “Alignment” section has been removed.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice & Errata
                                                    
                                                
                                            
                                                    Dwarven Combat Training (p. 20) “Throwing hammer” has been changed to “light hammer.”
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     telepathy.Multiattack. The sahuagin makes three Trident attacks.
Trident. Melee or Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Trident"}, reach 5 ft. or range 20/60 ft. Hit: 13
                                                
                                            
                                                
                                                    ":"damage", "rollAction":"Fiendish Blood", "rollDamageType":"Acid"} Acid damage, and the target is cursed until it finishes a Short or Long Rest. While cursed, the target can’t benefit from the
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Fiendish Restoration. If the mezzoloth 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
                                                
                                            
                                                
                                                     ends.
Mercurial Trident. Melee or Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Mercurial Trident"}, reach 5 ft. or range 20/60 ft. Hit: 8 (1d8 + 4
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    While you are attuned to this magic weapon, your Strength is 20 unless your Strength is already equal to or greater than that score. The weapon deals an extra 1d8 Thunder damage to any creature it
                                                
                                            
                                                
                                                    , and each creature on the ground in that area must succeed on a DC 20 Dexterity saving throw or have the Prone condition. If that creature is also concentrating, it must succeed on a DC 20 Constitution
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     the Thrown property with a normal range of 20 feet and a long range of 60 feet.
If the attack hits, the weapon unleashes a thunderclap audible out to 300 feet. The target and every creature within 30
                                                
                                            
                                                
                                                     to which you are also attuned, you gain the following benefits:
Giants’ Bane. When you roll a 20 on the d20 for an attack roll made with this weapon against a Giant, the creature must succeed
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     makes a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature
                                                
                                            
                                                
                                                    ’s choice) 30 feet into the air for 1d4 minutes.
11–20
A Treant sprouts. Roll any die. On an odd roll, the treant is Chaotic Evil. On an even roll, the treant is Chaotic Good
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     Fiend that you can see that is trapped within the area of a Magic Circle spell. The Fiend must succeed on a DC 20 Charisma saving throw with Disadvantage or become trapped within one of the Demonomicon
                                                
                                            
                                                
                                                     finish a Long Rest, if you and the Demonomicon are on the same plane of existence, one trapped creature within the book can attempt to possess you. You make a DC 20 Charisma saving throw. On a failed
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     one of your ability scores by 2. You can’t decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no
                                                
                                            
                                                
                                                     a minimum score of 1). You can draw one additional card beyond your declared draws.
Rogue. An NPC of the DM’s choice becomes Hostile toward you. You don’t know the identity of this NPC
                                                
                                            
                                        
                                                     Monsters
                                                    Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    "} fire damage. If the auger moves at least 20 feet in a straight line toward the target immediately before the hit, the target takes an additional 11 (2d10);{"diceNotation":"2d10", "rollType":"damage
                                                
                                            
                                                
                                                    ", "rollAction":"Flaming Drill", "rollDamageType":"piercing"} piercing damage, and if the target is a creature, it must succeed on a DC 17 Strength saving throw or have the prone condition.A fiendish
                                                
                                            
                                        
                                                     Magic Items
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    Your Constitution score is 20 while you wear these gloves. This property of the gloves has no effect on you if your Constitution is already 20 or higher.
After making a successful unarmed strike
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    . Hit: 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Ray Gun","rollDamageType":"psychic"} psychic damage, and if the target is a Humanoid with an Intelligence score of 3 or higher, it
                                                
                                            
                                                
                                                     and the nectar of the bozo flower. Eventually, Thrill Joy transformed the faithful into fiendish creatures and “blessed” them with clown-like appearances.
Space clowns acquired their
                                                
                                            
                                        
                                                     Monsters
                                                    Tyranny of Dragons
                                                    
                                                
                                            
                                                    Action Surge (Recharges when Langdedrosa Finishes a Short or Long Rest). On his turn, Langdedrosa can take one additional action.
Improved Critical. Langdedrosa’s weapon attacks score a
                                                
                                            
                                                
                                                     critical hit on a roll of 19 or 20.Multiattack. Langdedrosa attacks twice, either with his greatsword or spear.
Greatsword. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     damage if he fails, provided he isn’t incapacitated.
Standing Leap. Agdon’s long jump is up to 20 feet and his high jump is up to 10 feet, with or without a running start.Multiattack. Agdon
                                                
                                            
                                                
                                                    ":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5);{"diceNotation":"1d4+5","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     rest, attack rolls against it score a critical hit on a roll of 19 or 20 on the d20. Once this property is used, it can’t be used again until the next dawn.
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Cloud of Vermin. Any creature, other than a devil, that starts its turn within 20 feet of one or more nupperibos must succeed on a DC 11 Constitution saving throw or take 5 (2d4);{"diceNotation":"2d4
                                                
                                            
                                                
                                                     when a greater fiendish power commands it.
Individually, nupperibos are weak, but they’re rarely alone and can be dangerous when gathered into packs. Clouds of stinging insects, stirge;stirges
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     attacks.
Morningstar. Melee Weapon Attack: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Morningstar"} to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7);{"diceNotation":"3d8+7
                                                
                                            
                                                
                                                     in a 20-foot-radius sphere centered on a point the hellion can see within 120 feet of itself. The sphere spreads around corners. Each creature in that area must make a DC 17 Dexterity saving throw. A
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Creature Sense. The neothelid is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well
                                                
                                            
                                                
                                                     as each creature’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                    Aura of Menace. As long as the archon doesn’t have the incapacitated condition, each creature of the archon’s choice that starts its turn within 20 feet of the archon must make a DC 12
                                                
                                            
                                                
                                                     from fiendish incursions and safeguard those threatened by wicked forces. Archons are skilled communicators, able to speak all the languages of the multiverse. When pushed into combat, they prefer to
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    ", "rollDamageType":"slashing"} slashing damage, and the target has the restrained condition for 1 minute. The restrained target can make a DC 20 Strength saving throw at the end of each of its turns, ending the
                                                
                                            
                                                
                                                     than Malaxxix in that area must make a DC 20 Dexterity saving throw. On a failed save, a creature takes 35 (10d6);{"diceNotation":"10d6", "rollType":"damage", "rollAction":"Mezzoloth Vortex
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     instead.
Magic Resistance. Dyrrn has advantage on saving throws against spells and other magical effects.
Regeneration. Dyrrn regains 20 hit points at the start of its turn. If Dyrrn takes radiant
                                                
                                            
                                                
                                                     within the Palace of Sinew, Dyrrn can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Dyrrn can take a lair action to cause one of the following effects; it
                                                
                                            
                                        
                                                     Magic Items
                                                    Keys from the Golden Vault
                                                    
                                                
                                            
                                                     esteemed associates.
Sentience. Constantori’s Portrait is a sentient, lawful evil item with an Intelligence score of 14, a Wisdom score of 12, and a Charisma score of 8. It can hear within a range
                                                
                                            
                                                
                                                     AC 12, 20 hit points, and immunity to poison damage. In its gold-leaf frame, the painting weighs 15 pounds. If the painting has at least 1 hit point and is targeted by a mending spell, it regains 2d6 hit points.
                                                
                                            
                                        
                                                     Monsters
                                                    Keys from the Golden Vault
                                                    
                                                
                                            
                                                    Fear of Frogs and Toads. Sythian is frightened while he is within 20 feet of a frog or a toad (of any size) that he can see.
Graz’zt’s Gift. Sythian’s AC includes his Charisma
                                                
                                            
                                                
                                                    ;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Poisoned Dart"} to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2", "rollType":"damage", "rollAction":"Poisoned Dart
                                                
                                            
                                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    ", "rollType":"to hit", "rollAction":"Wicked Spear"} to hit, reach 10 ft. or range 20/40 ft., one target. Hit: 13 (2d6 + 6);{"diceNotation":"2d6+6", "rollType":"damage", "rollAction":"Wicked Spear
                                                
                                            
                                                
                                                    ", "rollDamageType":"necrotic"} necrotic damage.In the Domains of Dread, practitioners of foul magic perform a profane ritual that turns living creatures into fiendish killers. This ritual necessitates the use of a
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     corpse using 15 feet of movement, exiting prone.
Tentacle. Melee Weapon Attack: +17;{"diceNotation":"1d20+17","rollType":"to hit","rollAction":"Tentacle"} to hit, reach 30 ft., one target. Hit: 20 (3d6
                                                
                                            
                                                
                                                     wrecked ships.
Lair Actions
On initiative count 20 (losing initiative ties), the kraken takes a lair action to cause one of the following magical effects:
A strong current moves through the kraken
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    ":"Storm of Crows"}. The abhorrent overlord conjures a swarm of spectral crows and harpies in a 20-foot-radius sphere centered on a point the overlord can see within 120 feet of it. The sphere remains for 1
                                                
                                            
                                                
                                                    , having no understanding of the difference between fiendish species or distant nightmarish planes. A pit fiend might be interpreted by Theros's mortals as one of the Underworld's countless demonic denizens
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     Sunlight Weakness; see the Monster Manual) arise in unoccupied spaces within 20 feet of the shepherd. The shadows act right after the shepherd on the same initiative count and fight until they’re
                                                
                                            
                                                
                                                    ” encompasses all fiends. The people of Theros might refer to “demons” or “devils” interchangeably, having no understanding of the difference between fiendish species or
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     can see within 120 feet of itself and commands it to combust. The target must succeed on a DC 20 Wisdom saving throw or take 16 (3d10);{"diceNotation":"3d10", "rollType":"damage", "rollAction
                                                
                                            
                                                
                                                     originate upon. Those from the Planar Incarnate (Fiend Form);Lower Planes might appear as roiling waves of fiendish flames or other sinister forms, while those from the Upper Planes often appear as blooms
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                     spellcasting ability is Charisma (spell save DC 20, +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). She can innately cast the following
                                                
                                            
                                                
                                                     to take lair actions on the Elemental Plane of Water, or in any elemental water node (such as the Plunging Torrents, described in chapter 5). On initiative count 20 (losing initiative ties), Olhydra
                                                
                                            
                                        
                                                     Monsters
                                                    Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     Attack: +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7);{"diceNotation":"3d8+7","rollType":"damage","rollAction":"Bite
                                                
                                            
                                                
                                                    ","rollAction":"Tentacle"} to hit, reach 20 ft., one target. Hit: 17 (3d6 + 7);{"diceNotation":"3d6+7","rollType":"damage","rollAction":"Tentacle","rollDamageType":"bludgeoning"} bludgeoning damage, and
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                    Aura of Menace. As long as the archon doesn’t have the incapacitated condition, each creature of the archon’s choice that starts its turn within 20 feet of the archon must make a DC 11
                                                
                                            
                                                
                                                     home from fiendish incursions and safeguard those threatened by wicked forces. Archons are skilled communicators, able to speak all the languages of the multiverse. When pushed into combat, they prefer
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     creature it can see within 120 feet of itself and commands it to combust. The target must succeed on a DC 20 Wisdom saving throw or take 16 (3d10);{"diceNotation":"3d10", "rollType":"damage", "rollAction
                                                
                                            
                                                
                                                     they originate upon. Those from the Lower Planes might appear as roiling waves of fiendish flames or other sinister forms, while those from the Planar Incarnate (Celestial Form);Upper Planes often appear
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                    Aura of Menace. As long as the archon doesn’t have the incapacitated condition, each creature of the archon’s choice that starts its turn within 20 feet of the archon must make a DC 15
                                                
                                            
                                                
                                                     pursues relentlessly.
Archons
Archons are denizens of the Seven Heavens of Mount Celestia. Created by the powers of order and benevolence, archons defend their home from fiendish incursions and
                                                
                                            
                                        





