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Returning 35 results for 'hands tail'.
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Salamander
Legacy
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Monsters
Basic Rules (2014)
","rollDamageType":"fire"} fire damage on a hit (included in the attack).Multiattack. The salamander makes two attacks: one with its spear and one with its tail.
Spear. Melee or Ranged Weapon Attack: +7
","rollDamageType":"piercing"} piercing damage, or 13 (2d8 + 4);{"diceNotation":"2d8+4","rollType":"damage","rollAction":"Spear","rollDamageType":"piercing"} piercing damage if used with two hands to make a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"1d10+3", "rollType":"damage", "rollAction":"Longsword", "rollDamageType":"slashing"} slashing damage if used with two hands.
Spiked Chain. Melee Weapon Attack: +6;{"diceNotation":"1d20+6
and the lower body of an enormous scorpion, complete with a stinger at the end of a long tail. These desert creatures range across arid lands, hunting at dawn and dusk. In the hours between, they wait
races
(JEHOLOSAURUS SHANGYUANENSIS)
Physical Description
The Jeholrak are small-statured, weedy creatures with a short, stout tail and three-clawed hands. They have a stout, beaked snout and a row of fan
Dragonborn
Legacy
This doesn't reflect the latest rules and lore.
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races
Basic Rules (2014)
calling in life.
Proud Dragon Kin
Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings or a tail. The first dragonborn had scales of vibrant hues matching the
, gold, or copper-green. They are tall and strongly built, often standing close to 6½ feet tall and weighing 300 pounds or more. Their hands and feet are strong, talonlike claws with three
Adult Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Fizban's Treasury of Dragons
"} slashing damage.
Tail. Melee Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Tail"} to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5);{"diceNotation":"1d8+5
", "rollType":"damage", "rollAction":"Tail", "rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Change Shape
Ancient Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Fizban's Treasury of Dragons
":"slashing"} slashing damage.
Tail. Melee Weapon Attack: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Tail"} to hit, reach 15 ft., one target. Hit: 10 (1d8 + 6);{"diceNotation":"1d8+6
", "rollType":"damage", "rollAction":"Tail", "rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone
Backgrounds
Baldur’s Gate: Descent into Avernus
; but what you learn you pass on to the Guild.
4
The inequality of Baldur’s Gate has driven you to take matters into your own hands. You steal from patriars and rich Lower City residents
tail and run when things look bad.
6
An innocent person is in prison for a crime that I committed. I’m okay with that.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
soften and shape iron and steel with their bare hands. Although not as meticulous as azers, salamanders number among the greatest metalsmiths in all the planes. Powerful creatures summon them as warriors
deals an extra 3 (1d6) fire damage on a hit (included in the attack).
Actions
Multiattack. The salamander makes two attacks: one with its spear and one with its tail.
Spear. Melee or Ranged Weapon
Monsters
Mordenkainen Presents: Monsters of the Multiverse
target’s hands grow claws, which can be used as dagger;daggers.
16–20
One of the target’s legs grows longer than the other, reducing its walking speed by 10 feet.
21&ndash
5 feet.
56–60
The target’s legs grow incredibly long and springy, increasing its walking speed by 10 feet.
61–65
The target grows a long, thin tail, which it can use as a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Proud Dragon Kin Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings or a tail. The first dragonborn had scales of vibrant hues matching the colors of
copper-green. They are tall and strongly built, often standing close to 6½ feet tall and weighing 300 pounds or more. Their hands and feet are strong, talonlike claws with three fingers and a thumb on each
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
large snake tail 17–20 Scaly human legs and multiple small snake tails Pureblood Characteristics d20 Pureblood Characteristic 1–3 Fangs 4–5 Forked tongue 6–9 Scaly arms and hands 10–11 Scaly face 12–15 Scaly torso 16–18 Serpentine eyes 19–20 Roll twice, re-rolling results of 19 or 20
hand * Roll once for each arm. Type 4 Malison: Lower Body d20 Malison Type 4 Lower Body 1–7 Human legs and large snake tail 8–10 Human legs and multiple small snake tails 11–16 Scaly human legs and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
hands, hats and helmets on the head, and rings on the finger. Magic armor must be donned, a shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held. In most cases, a
. Dwarves might make items usable only by dwarf-sized and dwarf-shaped folk. When a nonhumanoid tries to wear an item, use your discretion as to whether the item functions as intended. A ring placed on a tentacle might work, but a creature with a snakelike tail instead of legs can't wear boots.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Proud Dragon Kin Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings or a tail. The first dragonborn had scales of vibrant hues matching the colors of their
-green. They are tall and strongly built, often standing close to 6½ feet tall and weighing 300 pounds or more. Their hands and feet are strong, talonlike claws with three fingers and a thumb on each
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
for their archdevil masters. Resembling a giant bipedal insect, an ice devil has clawed hands and feet, powerful mandibles, and a long tail covered in razor-sharp spikes. Some carry barbed spears
and one with its tail.
Ice Spear. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 10 (3d6) cold damage. If the target is a creature, it must succeed
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Ixitxachitl Ixitxachitl (pronounced ick-zit-zah-chit-ul) are aquatic creatures resembling manta rays, with small, clawed hands at the ends of their “wings” and black eyes gleaming with sinister
Languages Abyssal, Ixitxachitl
Challenge 1/4 (50 XP)
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Reactions
Barbed Tail. When a
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
your hit points when you hit. Claws. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you
attack with a claw using the Attack action, you can make one additional claw attack as part of the same action. Tail. You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
hands, hats and helmets on the head, and rings on the finger. Magic armor must be donned, a shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held in hand. In most
. A ring placed on a tentacle might work, but a yuan-ti with a snakelike tail instead of legs has no way to wear magic boots. Multiple Items of the Same Kind Use common sense to determine whether more
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
protruding wolf’s snout and fangs. His arms and hands are human, but his legs and feet are leonine, and he has a donkey’s tail. He can barely speak Common, and his laugh sounds like a donkey’s bray. He
. Between these tufts is pale human skin. One of her eyes is that of a feline, and her fingers and hands resemble cat’s paws with opposable thumbs. She has a gruff voice and wears a gray cloak with
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
when used with two hands to make a melee attack.
Weakening Gaze. The babau targets one creature that it can see within 20 feet of it. The target must make a DC 13 Constitution saving throw. On a failed
the poisonous stinger on its tail to bring down another one. A creature immobilized by the poison becomes easy pickings for any gnolls nearby. Each shoosuva is bonded to a particular gnoll and fights
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
. Even those who choose to not take part in Hulgaz’s schemes eventually suffer at her hands. Examples of infernal blessings Hulgaz can offer characters are provided below, followed by sample encounters
has a tell, it is her long, snakelike tail. In the midst of a conversation with an especially tantalizing victim-to-be, Hulgaz can’t help but whip her tail back and forth with excitement. Selfless
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
Tlincalli Tlincallis, also called scorpion folk, are chitin-covered creatures with a humanlike upper body and the lower body of an enormous scorpion, complete with a stinger at the end of a long tail
Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Spiked Chain. Melee Weapon Attack: +6 to hit, reach 10 ft., one
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
devour it later.) 9 The skeleton of a humanoid seated on a folding camp stool, clutching a knife and fork in its bony hands. 10 The desiccated husk of a gnome, cocooned in giant spider webs. 11 The
Fort Beluarian, but the warrior died en route.) 20 A dwarf with six large holes piercing her armor and chest. (A stegosaurus caught her squarely with a swipe of its tail.)
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Handbook, choose 1d4 + 1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goat-like legs; cloven hoofs; a forked tail; leathery or
. This trait replaces the Infernal Legacy trait.
Hellfire. Once you reach 3rd level, you can cast the burning hands spell once per day as a 2nd-level spell. This trait replaces the hellish rebuke spell
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
head on the end of stalks.
11–15 The target’s hands grow claws, which can be used as daggers.
16–20 One of the target’s legs grows longer than the other, reducing its walking speed by 10
its walking speed by 10 feet.
61–65 The target grows a whiplike tail, which it can use as a whip.
66–70 The target’s eyes turn black, and it gains darkvision out to a range of 120 feet
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
adventures but wasn’t enough to save his life. On a crisp autumn day, Frody and his companions were beset by manticores on a lonely stretch of road, and Frody was killed by a manticore’s tail spike. Frody’s
of her wealthy family. Sythian hired a pair of halflings named Mackerel Mudbottom and Trout Bonanza to dig up Frody’s remains and pry the Canaith mandolin from his hands. They did just that, leaving
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
tail. Desert Nomads. Tlincallis live austerely. They range across arid lands, hunting at dawn and dusk. In the hours between, they wait out the day’s heat or the night’s cold by burying themselves in
Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Spiked Chain. Melee Weapon Attack: +6 to hit, reach 10
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
1 Rotates head from side to side when listening or speaking
2 Tail writhes constantly in a snakelike fashion
3 Slowly and constantly fans wings
4 Lowers head to speak eye-to
whistles
7 Fiddles with tip of tail
8 Absently chews on or picks at teeth with swords, spears, or lances
9 Quickly forgets names and invents random nicknames instead
10 Burdens
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the devil. The character grows horns, a tail, or some other devilish features that can’t be removed by any means short of divine intervention (though illusions or disguises can conceal them). As long
must each place their left hand into the lava, which doesn’t harm them, and leave a hand-shaped imprint in the stone. The slab of cooled lava then vanishes to a place of safekeeping. If the left hands
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
of an evil-looking monkey balances on its tail atop a stone dais in the middle of this twenty-foot-high chamber. The statue’s limbs are splayed, with hands and feet cupped. On the wall behind, a
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
plants or animals, printed mottoes, braids and beads worn in the hair and tail, or even specific patterns of woven fabric. Male Names: Bonmod, Boruvo, Chodi, Drozan, Kozim, Milosh, Ninos, Oleksi
your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Trickery Gold nugget
Gelf Darkhearth CN Frustration, destruction War Broken anvil
Nebelun CG Invention, luck Forge,* Knowledge, Trickery Bellows and lizard tail
Rill
could sprout braying donkey heads at the most inopportune time. Cooperation Is Key. The legends about Garl Glittergold inspire gnomes to work together. Garl knows that many heads and many hands make
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Out. Characters who go to the Divine Machine and spend 1d4 hours watching the clientele eventually see a dwarf Hands of Havoc fire starter (see Morte’s Planar Parade) with a tattoo on his arm that
matches the description of Beltha’s tattoo. This is an associate of Beltha named Xannik. A character can tail Xannik to Beltha’s lair in the Inverse by succeeding on a DC 14 Dexterity (Stealth) check, or
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
great ape’s. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of
. Graz’zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, thin black horns, and a whip-like tail.
“I can’t tell you how pleased I am to see you,” says the tiefling. “What have you brought me?”
Sylvira Savikas, a lawful neutral tiefling archmage, is one of
they present the box to her, she snatches it out of their hands and studies it closely. She takes similar interest in the Shield of the Hidden Lord (which she calls “the Shield of Gargauth”), but avoids
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Mutiny The Last Breath After negotiations with Gargenhale conclude, but before he can return to his ship, read: The Last Breath turns tail and flees, leaving its captain behind. Gargenhale’s dark
dreamy smile. In a voice dripping with sarcasm, Flinch says, “Captain Gargenhale! Your command of the Last Breath is at an end. We’ve had enough ‘victory’ at your hands to last ten lifetimes.” The