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Returning 35 results for 'half of have missing'.
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Monsters
Monster Manual
a Troll Limb. The limb acts immediately after the troll’s turn. The troll has 1 Exhaustion level for each missing limb, and it grows replacement limbs the next time it regains Hit Points
", "rollAction":"Rend"}, reach 10 ft. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage.Charge. The troll moves up to half its Speed straight toward an enemy it can see.
magic-items
with this weapon, a foreboding, gonglike sound emanates from the blade. Each enemy within 15 feet of the target that’s missing any of its Hit Points must make a DC 15 Wisdom saving throw, taking 1d8 Psychic damage on a failed save or half as much damage on a successful one.
magic-items
attack roll against a creature within 30 feet of you using the weapon. The weapon stretches toward the target as a pseudopod, ignoring Half Cover;Half and Three-Quarters Cover, and deals 6d8 Bludgeoning
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
magic-items
attack roll against a creature within 30 feet of you using the weapon. The weapon stretches toward the target as a pseudopod, ignoring Half Cover;Half and Three-Quarters Cover, and deals 6d8 Bludgeoning
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
magic-items
attack roll against a creature within 30 feet of you using the weapon. The weapon stretches toward the target as a pseudopod, ignoring Half Cover;Half and Three-Quarters Cover, and deals 6d8 Bludgeoning
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
magic-items
attack roll against a creature within 30 feet of you using the weapon. The weapon stretches toward the target as a pseudopod, ignoring Half Cover;Half and Three-Quarters Cover, and deals 6d8 Bludgeoning
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
magic-items
attack roll against a creature within 30 feet of you using the weapon. The weapon stretches toward the target as a pseudopod, ignoring Half Cover;Half and Three-Quarters Cover, and deals 6d8 Bludgeoning
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
magic-items
attack roll against a creature within 30 feet of you using the weapon. The weapon stretches toward the target as a pseudopod, ignoring Half Cover;Half and Three-Quarters Cover, and deals 6d8 Bludgeoning
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
magic-items
attack roll against a creature within 30 feet of you using the weapon. The weapon stretches toward the target as a pseudopod, ignoring Half Cover;Half and Three-Quarters Cover, and deals 6d8 Bludgeoning
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
magic-items
attack roll against a creature within 30 feet of you using the weapon. The weapon stretches toward the target as a pseudopod, ignoring Half Cover;Half and Three-Quarters Cover, and deals 6d8 Bludgeoning
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
magic-items
attack roll against a creature within 30 feet of you using the weapon. The weapon stretches toward the target as a pseudopod, ignoring Half Cover;Half and Three-Quarters Cover, and deals 6d8 Bludgeoning
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
magic-items
attack roll against a creature within 30 feet of you using the weapon. The weapon stretches toward the target as a pseudopod, ignoring Half Cover;Half and Three-Quarters Cover, and deals 6d8 Bludgeoning
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
magic-items
attack roll against a creature within 30 feet of you using the weapon. The weapon stretches toward the target as a pseudopod, ignoring Half Cover;Half and Three-Quarters Cover, and deals 6d8 Bludgeoning
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
magic-items
attack roll against a creature within 30 feet of you using the weapon. The weapon stretches toward the target as a pseudopod, ignoring Half Cover;Half and Three-Quarters Cover, and deals 6d8 Bludgeoning
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
magic-items
attack roll against a creature within 30 feet of you using the weapon. The weapon stretches toward the target as a pseudopod, ignoring Half Cover;Half and Three-Quarters Cover, and deals 6d8 Bludgeoning
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
magic-items
attack roll against a creature within 30 feet of you using the weapon. The weapon stretches toward the target as a pseudopod, ignoring Half Cover;Half and Three-Quarters Cover, and deals 6d8 Bludgeoning
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
magic-items
attack roll against a creature within 30 feet of you using the weapon. The weapon stretches toward the target as a pseudopod, ignoring Half Cover;Half and Three-Quarters Cover, and deals 6d8 Bludgeoning
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
magic-items
attack roll against a creature within 30 feet of you using the weapon. The weapon stretches toward the target as a pseudopod, ignoring Half Cover;Half and Three-Quarters Cover, and deals 6d8 Bludgeoning
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
magic-items
attack roll against a creature within 30 feet of you using the weapon. The weapon stretches toward the target as a pseudopod, ignoring Half Cover;Half and Three-Quarters Cover, and deals 6d8 Bludgeoning
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
magic-items
attack roll against a creature within 30 feet of you using the weapon. The weapon stretches toward the target as a pseudopod, ignoring Half Cover;Half and Three-Quarters Cover, and deals 6d8 Bludgeoning
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
magic-items
attack roll against a creature within 30 feet of you using the weapon. The weapon stretches toward the target as a pseudopod, ignoring Half Cover;Half and Three-Quarters Cover, and deals 6d8 Bludgeoning
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
magic-items
attack roll against a creature within 30 feet of you using the weapon. The weapon stretches toward the target as a pseudopod, ignoring Half Cover;Half and Three-Quarters Cover, and deals 6d8 Bludgeoning
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
magic-items
attack roll against a creature within 30 feet of you using the weapon. The weapon stretches toward the target as a pseudopod, ignoring Half Cover;Half and Three-Quarters Cover, and deals 6d8 Bludgeoning
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
monsters
the dullahan’s next turn. Success: Half damage only.Headless, undying warriors, dullahans arise from decapitated villains and murderously seek to recover their missing heads. In their endless
Monsters
Van Richten’s Guide to Ravenloft
the swarm has half of its hit points or fewer, plus 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Bite","rollDamageType":"force"} force damage.Spell Redirection. In response to a
spell attack roll missing the swarm, the swarm causes that spell to hit another creature of its choice within 30 feet of it that it can see.Gremishka;Gremishkas are the vicious products of mistakes made
magic-items
hitting or missing, you can use the chain attached to the weapon’s handle to pull it back to your hand as a Bonus Action.
In addition, this Trident acts as a conduit for the sky’s ferocious
5 feet of it must make a DC 16 Dexterity saving throw, taking 6d10 Lightning damage on a failed save or half as much damage on a successful one. A creature that is submerged in water or wearing metal
Monsters
Planescape: Adventures in the Multiverse
is missing any of its hit points), reach 10 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage.
Life
Dexterity saving throw, taking 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Life-Draining Vines", "rollDamageType":"slashing"} slashing damage on failed save, or half as much damage
Monsters
Van Richten’s Guide to Ravenloft
","rollDamageType":"necrotic"} necrotic damage. If the target is missing any of its hit points, it instead takes 11 (2d10);{"diceNotation":"2d10","rollType":"damage","rollAction":"Bite","rollDamageType
Disgorge","rollDamageType":"necrotic"} necrotic damage, and it can’t regain hit points for 1 minute. On a successful save, the creature takes half as much damage with no additional effects.Vicious
Magic Items
Fizban's Treasury of Dragons
’t be used this way again until the next dawn.
Gold Dragon Form. While you are missing half or more of your hit points, you can speak a different command word and the figurine becomes an
Monsters
Van Richten’s Guide to Ravenloft
":"recharge","rollAction":"Blood Puppeteering"}. The necrichor targets a creature it can see within 5 feet of it that is missing any of its hit points. If the target isn’t a Construct or an Undead, it
must succeed on a DC 14 Constitution saving throw or the necrichor enters the target’s space and attaches itself to the target for 1 minute. While attached, the necrichor takes only half damage
Monsters
Fizban's Treasury of Dragons
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 10-foot-diameter tunnel in its wake.Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType
, the creature takes half as much damage with no additional effects.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the
Monsters
Fizban's Treasury of Dragons
damage on a failed save, or half as much damage on a successful one. The dragon then gains 5 temporary hit points by absorbing a portion of the radiant energy.
Spellcasting (Psionics). The dragon
A royal heir goes missing while secretly visiting a crystal dragon. The heir’s family, the heir’s friends, and the dragon all want to find the heir, but no faction trusts the others
Monsters
Fizban's Treasury of Dragons
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 10-foot-diameter tunnel in its wake.Multiattack. The dragon makes one Bite attack and two Claw attacks
;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Disorienting Breath"} and reduce the total by the number rolled. On a successful save, the creature takes half as much damage with no additional effects
Monsters
Fizban's Treasury of Dragons
(6d8);{"diceNotation":"6d8", "rollType":"damage", "rollAction":"Scintillating Breath", "rollDamageType":"radiant"} radiant damage on a failed save, or half as much damage on a successful one. The
return.
6
A royal heir goes missing while secretly visiting a crystal dragon. The heir’s family, the heir’s friends, and the dragon all want to find the heir, but no faction trusts
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Mere of Dead Men Travelers on the High Road, which skirts the mere to the east, must resist being lured into the cold and desolate waters. Many have perished in the mere, drawn by tales of ruined castles half-sunk in the mire. For more information on this location, see “Missing Patrol.”