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Returning 29 results for 'fling start'.
Other Suggestions:
flying start
falling start
faint start
flies start
flowing start
Monsters
Monster Manual
deals double damage to objects and structures.Multiattack. The kraken makes two Tentacle attacks and uses Fling, Lightning Strike, or Swallow.
Tentacle. Melee Attack Roll: +17;{"diceNotation":"1d20+17
damage. The target has the Grappled condition (escape DC 20) from one of ten tentacles, and it has the Restrained condition until the grapple ends.
Fling. The kraken throws a Large or smaller creature
Monsters
Bigby Presents: Glory of the Giants
effects.
Regeneration. The amalgam regains 15 hit points at the start of its turn. If the amalgam takes acid or fire damage, it regains only 5 hit points at the start of its next turn. The amalgam dies
;{"diceNotation":"1d20+13", "rollType":"to hit", "rollAction":"Fling Limb"} to hit, range 60/240 ft., one target. Hit: 11 (1d8 + 7);{"diceNotation":"1d8+7", "rollType":"damage", "rollAction":"Fling Limb
Monsters
Ghosts of Saltmarsh
at the end of another creature’s turn. The kraken regains spent legendary actions at the start of its turn.
Tentacle Attack (Costs 2 Actions). The kraken makes one tentacle attack.
Fling. The
feet of movement to escape from nonmagical restraints or being grappled.Multiattack. The kraken makes two tentacle attacks, each of which it can replace with one use of Fling.
Bite. Melee Weapon
Monsters
Storm King's Thunder
only at the end of another creature's turn. The kraken regains spent legendary actions at the start of its turn.
Tentacle Attack or Fling. Slarkrethel makes one tentacle attack or uses its Fling
a saving throw, it can choose to succeed instead.Multiattack. Slarkrethel makes three tentacle attacks, each of which it can replace with one use of Fling.
Bite. Melee Weapon Attack: +17
Monsters
Fizban's Treasury of Dragons
, it has no mouth, and its skin is studded with bright crystals that pulse with psychic energy. These crystals give the gem stalker its telepathy, as well as its ability to fling crystal darts and
roll it makes before the start of the gem stalker’s next turn.
Sapphire. The target must succeed on a DC 13 Strength saving throw or be pushed horizontally up to 10 feet away from the gem
Monsters
Princes of the Apocalypse
start of her turn.
Crush. One creature that Olhydra is grappling is crushed for 21 (3d10 + 5);{"diceNotation":"3d10+5","rollType":"damage","rollDamageType":"bludgeoning"} bludgeoning damage.
Fling
":"4d10","rollType":"damage","rollDamageType":"acid"} acid damage at the start of its turn.Olhydra’s Lair
The Princess of Evil Water is native to the Elemental Plane of Water, where she can be found
Monsters
Fizban's Treasury of Dragons
the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn
.
Claw. The dragon makes one Claw attack.
Psionics (Costs 2 Actions). The dragon uses Psychic Step or Spellcasting.
Telekinetic Fling (Costs 3 Actions). The dragon chooses one Medium or smaller object
Monsters
Fizban's Treasury of Dragons
legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.
Claw. The dragon makes one Claw
attack.
Psionics (Costs 2 Actions). The dragon uses Psychic Step or Spellcasting.
Telekinetic Fling (Costs 3 Actions). The dragon chooses one Small or smaller object that isn’t being worn or
Kraken
Legacy
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Monsters
Basic Rules (2014)
be used at a time and only at the end of another creature's turn. The kraken regains spent legendary actions at the start of its turn.
Tentacle Attack or Fling. The kraken makes one tentacle attack
, each of which it can replace with one use of Fling.
Bite. Melee Weapon Attack: +17;{"diceNotation":"1d20+17","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10
Monsters
Locathah Rising
Amphibious. The kraken can breathe air and water.Multiattack. The kraken makes two tentacle attacks, each of which it can replace with one use of Fling.
Bite. Melee Weapon Attack: +12;{"diceNotation
total cover against attacks and other effects outside the kraken, and it takes 21 (6d6);{"diceNotation":"6d6","rollType":"damage","rollDamageType":"acid"} acid damage at the start of each of the kraken's
Monsters
Infernal Machine Rebuild
attack with one use of Fling.
Bite. Melee Weapon Attack: +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7);{"diceNotation":"3d8
cover against attacks and other effects outside the thessalkraken, and it takes 21 (6d6);{"diceNotation":"6d6","rollType":"damage","rollAction":"Bite","rollDamageType":"acid"} acid damage at the start
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
turn. The kraken regains spent legendary actions at the start of its turn.
Tentacle Attack (Costs 2 Actions). The kraken makes one tentacle attack.
Fling. The kraken uses Fling.
Ink Cloud (Costs
being grappled.
Actions
Multiattack. The kraken makes two tentacle attacks, each of which it can replace with a use of Fling.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
of Fling.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) piercing damage plus 5 (1d10) acid damage. If the target is a Medium or smaller creature grappled by the
, and it takes 21 (6d6) acid damage at the start of each of the thessalkraken’s turns.
If the thessalkraken takes 35 damage or more on a single turn from a creature inside it, it must succeed on a DC
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
another creature’s turn. The kraken regains spent legendary actions at the start of its turn.
Tentacle Attack or Fling. The kraken makes one tentacle attack or uses its Fling.
Lightning Storm (Costs 2
grappled.
Siege Monster. The kraken deals double damage to objects and structures.
Actions
Multiattack. The kraken makes three tentacle attacks, each of which it can replace with one use of Fling
Compendium
- Sources->Dungeons & Dragons->Monster Manual
they might track trespassers for days. On sighting prey, abominable yetis fling boulders of ice and snow before closing to finish foes. In addition to their icy claws and gaze, they can exhale a blast
the target has the Paralyzed condition until the start of the yeti’s next turn unless the target has Immunity to Cold damage. Success: The target is immune to this yeti’s Chilling Gaze for 1 hour
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
and uses Fling, Lightning Strike, or Swallow.
Tentacle. Melee Attack Roll: +17, reach 30 ft. Hit: 24 (4d6 + 10) Bludgeoning damage. The target has the Grappled condition (escape DC 20) from one of
ten tentacles, and it has the Restrained condition until the grapple ends.
Fling. The kraken throws a Large or smaller creature Grappled by it to a space it can see within 60 feet of itself that
Compendium
- Sources->Dungeons & Dragons->Monster Manual
kraken deals double damage to objects and structures.
Actions
Multiattack. The kraken makes two Tentacle attacks and uses Fling, Lightning Strike, or Swallow.
Tentacle. Melee Attack Roll: +17
, reach 30 ft. Hit: 24 (4d6 + 10) Bludgeoning damage. The target has the Grappled condition (escape DC 20) from one of ten tentacles, and it has the Restrained condition until the grapple ends.
Fling
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, and its skin is studded with bright crystals that pulse with psychic energy. These crystals give the gem stalker its telepathy, as well as its ability to fling crystal darts and create a protective link
subtract the number rolled from the next attack roll it makes before the start of the gem stalker’s next turn.
Sapphire. The target must succeed on a DC 13 Strength saving throw or be pushed
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
creature’s turn. The dragon regains spent legendary actions at the start of its turn.
Claw. The dragon makes one Claw attack.
Psionics (Costs 2 Actions). The dragon uses Psychic Step or
Spellcasting.
Telekinetic Fling (Costs 3 Actions). The dragon chooses one Medium or smaller object that isn’t being worn or carried that it can see within 60 feet of it, and it magically hurls the object at
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dragon regains spent legendary actions at the start of its turn.
Claw. The dragon makes one Claw attack.
Psionics (Costs 2 Actions). The dragon uses Psychic Step or Spellcasting.
Telekinetic Fling
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
throws against spells and other magical effects.
Regeneration. The amalgam regains 15 hit points at the start of its turn. If the amalgam takes acid or fire damage, it regains only 5 hit points at
the start of its next turn. The amalgam dies only if it takes 20 or more acid or fire damage while it has 0 hit points.
Actions
Multiattack. The amalgam makes three Rend attacks.
Rend. Melee
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
only at the end of another creature’s turn. Olhydra regains spent legendary actions at the start of her turn.
Crush. One creature that Olhydra is grappling is crushed for 21 (3d10 + 5) bludgeoning
damage.
Fling (Costs 2 Actions). Olhydra releases one creature she is grappling by flinging the creature up to 60 feet away from her, in a direction of her choice. If the flung creature comes into
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Goldenfields’ defenses and can run to get help, if that’s what the players want them to do. For more information on how to use and run these NPCs, see the “Special NPCs” section at the start of this chapter
of guards confront the two foolish giants, but they retreat once Lob and Ogg start breaking off and hurling wall battlements (treat as hurled rocks). The two giants eventually make their way toward
Equipment
triggering creature is momentarily pulled into the Space Between Worlds. They vanish from their space until the start of their next turn. When they reappear, they must make a DC 15 Intelligence saving
DC 18, +10 to hit) appears in the area and assaults the triggering creature, trying to rip them apart, fling them from high places, or squeeze them to death.
81–82
The triggering creature
Equipment
–60
The triggering creature is momentarily pulled into the Space Between Worlds. They vanish from their space until the start of their next turn. When they reappear, they must make a DC 15
(spell save DC 18, +10 to hit) appears in the area and assaults the triggering creature, trying to rip them apart, fling them from high places, or squeeze them to death.
81–82
The
Equipment
triggering creature is momentarily pulled into the Space Between Worlds. They vanish from their space until the start of their next turn. When they reappear, they must make a DC 15 Intelligence saving
, +10 to hit) appears in the area and assaults the triggering creature, trying to rip them apart, fling them from high places, or squeeze them to death.
81–82
The triggering creature is
Equipment
The triggering creature is momentarily pulled into the Space Between Worlds. They vanish from their space until the start of their next turn. When they reappear, they must make a DC 15 Intelligence
save DC 18, +10 to hit) appears in the area and assaults the triggering creature, trying to rip them apart, fling them from high places, or squeeze them to death.
81–82
The triggering
Equipment
triggering creature is momentarily pulled into the Space Between Worlds. They vanish from their space until the start of their next turn. When they reappear, they must make a DC 15 Intelligence
DC 18, +10 to hit) appears in the area and assaults the triggering creature, trying to rip them apart, fling them from high places, or squeeze them to death.
81–82
The triggering creature
Equipment
triggering creature is momentarily pulled into the Space Between Worlds. They vanish from their space until the start of their next turn. When they reappear, they must make a DC 15 Intelligence saving
18, +10 to hit) appears in the area and assaults the triggering creature, trying to rip them apart, fling them from high places, or squeeze them to death.
81–82
The triggering creature is






