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Returning 33 results for 'have of hits missing'.
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have of his mission
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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
feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back
Monsters
Princes of the Apocalypse
","rollDamageType":"piercing"} piercing damage.
Eye of Frost. The one-eyed shiver casts ray of frost from its missing eye. If it hits, the target is also restrained. A target restrained in this way can end the condition by using an action, succeeding on a DC 13 Strength check.Cold
magic-items
This elaborate weapon channels your bloodlust. You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Immediately after hitting or missing with a ranged attack using the
if it were against a target within the same range as the initial target. The axe flies back to your hand after it hits or misses the second target.
Monsters
Curse of Strahd
Brute. A melee weapon deals one extra die of its damage when Izek hits with it (included in the attack).Multiattack. Izek makes two attacks with his battleaxe.
Battleaxe. Melee Weapon Attack: +7
parents succumbed to their grief, leaving him an orphan. He became a sociopath. Other children ruthlessly mocked him because of his dead family and his missing arm, but he was a large boy and had no
Monsters
Van Richten’s Guide to Ravenloft
placed in a vessel under the effects of the hallow spell, the destroyed necrichor re-forms in 1d10;{"diceNotation":"1d10","rollType":"roll","rollAction":"Rejuvenation"} days, regaining all its hits
":"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
magic-items
, you gain the following benefits while wielding or holding this weapon.
5th level. Immediately after hitting or missing an enemy, this javelin reappears to your hand.
9th level. You gain a +1 bonus
to attack and damage rolls with this weapon. In addition, when thrown, the javelin is wreathed in electricity, dealing an extra 1d6 points of Lightning damage to any target it hits.
13th level. You
magic-items
, you gain the following benefits while wielding or holding this weapon.
5th level. Immediately after hitting or missing an enemy, this javelin reappears to your hand.
9th level. You gain a +1 bonus
to attack and damage rolls with this weapon. In addition, when thrown, the javelin is wreathed in electricity, dealing an extra 1d6 points of Lightning damage to any target it hits.
13th level. You
magic-items
, you gain the following benefits while wielding or holding this weapon.
5th level. Immediately after hitting or missing an enemy, this javelin reappears to your hand.
9th level. You gain a +1 bonus
to attack and damage rolls with this weapon. In addition, when thrown, the javelin is wreathed in electricity, dealing an extra 1d6 points of Lightning damage to any target it hits.
13th level. You
magic-items
, you gain the following benefits while wielding or holding this weapon.
5th level. Immediately after hitting or missing an enemy, this javelin reappears to your hand.
9th level. You gain a +1 bonus
to attack and damage rolls with this weapon. In addition, when thrown, the javelin is wreathed in electricity, dealing an extra 1d6 points of Lightning damage to any target it hits.
13th level. You
magic-items
, you gain the following benefits while wielding or holding this weapon.
5th level. Immediately after hitting or missing an enemy, this javelin reappears to your hand.
9th level. You gain a +1 bonus
to attack and damage rolls with this weapon. In addition, when thrown, the javelin is wreathed in electricity, dealing an extra 1d6 points of Lightning damage to any target it hits.
13th level. You
magic-items
, you gain the following benefits while wielding or holding this weapon.
5th level. Immediately after hitting or missing an enemy, this javelin reappears to your hand.
9th level. You gain a +1 bonus
to attack and damage rolls with this weapon. In addition, when thrown, the javelin is wreathed in electricity, dealing an extra 1d6 points of Lightning damage to any target it hits.
13th level. You
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Lightning Arrow Level 3 Transmutation (Ranger) Casting Time: Bonus Action, which you take immediately after hitting or missing a target with a ranged attack using a weapon
Range: Self
Components
: V, S
Duration: Instantaneous
As your attack hits or misses the target, the weapon or ammunition you’re using transforms into a lightning bolt. Instead of taking any damage or other effects from
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
expend 1 charge and make a ranged attack with the weapon, hurling it as if it had the Thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the weapon
end of your next turn. Immediately after hitting or missing, the weapon flies back to your hand. The weapon regains 1d4 + 1 expended charges daily at dawn. Giant’s Bane. While you are attuned to the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
near the weather vane, and if the characters return Pierre to the village, Vatri gives them her Stone of Good Luck as promised. With the mayor’s help, the missing gems easily slot back into the weather
sweeps toward Respite, the clouds suddenly part around the village. Despite howling winds tearing across the surrounding countryside, nary a breeze nor a drop of rain hits Respite.
The villagers cheer
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
expend 1 charge and make a ranged attack with the weapon, hurling it as if it had the Thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the weapon
end of your next turn. Immediately after hitting or missing, the weapon flies back to your hand. The weapon regains 1d4 + 1 expended charges daily at dawn. Giant’s Bane. While you are attuned to the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
extra 1d8 damage to the target if it’s missing any of its Hit Points. You can deal this extra damage only once per turn. Horde Breaker. Once on each of your turns when you make an attack with a
Horde. Opportunity Attacks have Disadvantage against you. Multiattack Defense. When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
ruthlessly mocked him because of his dead family and his missing arm, but he was a large boy and had no trouble killing them and disposing of their bodies. He was eventually caught in the act and
Intimidation +8, Perception +2
Senses passive Perception 12
Languages Common
Challenge 5 (1,800 XP)
Brute. A melee weapon deals one extra die of its damage when Izek hits with it (included in
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
search Phandalin for signs of the missing wizard, Iarno Albrek. When his investigation hits a dead end, he sets up a meeting with Townmaster Harbin Wester (see the “Townmaster’s Hall” section). During
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
of the hallow spell, the destroyed necrichor re-forms in 1d10 days, regaining all its hits points and appearing in the place it died or in the nearest unoccupied space.
Spider Climb. The necrichor
can’t regain hit points until the start of the necrichor’s next turn.
Blood Puppeteering (Recharge 6). The necrichor targets a creature it can see within 5 feet of it that is missing any of its hit
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
-held hose and nozzle emerging from it. A clear, viscous liquid drips from the nozzle, sizzling and smoking when it hits the ground. The second hobgoblin brandishes a lethal-looking sword. Both wear
missing tiefling from the Fellowship of the Golden Mongoose. They have no connection to the Dran Enterprises insignia scribed among the manor ruins. They can’t say for certain that Dran Enterprises didn’t have some involvement with the incident, but if so, it had nothing to do with them.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
effects of the hallow spell, the destroyed necrichor re-forms in 1d10 days, regaining all its hits points and appearing in the place it died or in the nearest unoccupied space.
Spider Climb. The
target can’t regain hit points until the start of the necrichor’s next turn.
Blood Puppeteering (Recharge 6). The necrichor targets a creature it can see within 5 feet of it that is missing any of
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
damage to the target if it’s missing any of its Hit Points. You can deal this extra damage only once per turn. Horde Breaker. Once on each of your turns when you make an attack with a weapon, you can
arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
missing from their ranks have been sacrificed on his secret altar. I don’t dismiss this possibility.
While his work progresses, it is the effort of an instrument as blunt as the mace he wields
.
Fervent Strike (Costs 2 Actions). Verminaard makes one Nightbringer attack. If this attack hits, it deals an additional 7 (2d6) bludgeoning damage.
Cast a Spell (Costs 3 Actions). Verminaard uses
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, Dodge, or Help action using its Bonus Action. In addition, whenever it hits with an attack roll and deals damage, it can deal your choice of Force damage or its normal damage type. Level 11: Bestial
Fury When you command your Primal Companion beast to take the Beast’s Strike action, the beast can use it twice. In addition, the first time each turn it hits a creature under the effect of your
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces. You can doff or don the armor as an action. The armor
disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 lightning damage.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, a process requiring a month.
Sneak Attack. The knight deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5
Uncanny Dodge. When an attacker the knight can see hits it with an attack, the knight can halve the damage against it.
Fathomer Fathomers are cultists who have sealed a pact with Olhydra, Princess
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
party member who rolled the lowest goes missing. When you explain what has just happened, tell the player of the missing character that they have been transported elsewhere and have no awareness of their
surroundings. Tell the other players that none of the remaining party members have any idea where the missing party member went, and their memories of the past 24 hours are cloudy at best. Even if the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
round the pit until it smashes into the barrier at the bottom of the track. Everyone in the cart when it hits takes 1d6 bludgeoning damage per 20 vertical feet the cart descended. Those who bail out
before the cart hits takes half damage, based on how far the cart descended before they jumped, but each creature must also succeed on a DC 10 Dexterity saving throw or tumble over the edge of the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Dhargun lackey would dare do anything to jeopardize the wedding. However, if Gorat’s key is still missing after being stolen by Rala, the doppelganger will need to quickly arrange to have it found to
avoid a sudden catastrophe. Thoman won’t return in time to see the vows, so he plans to meet everyone at the celebration in the dining hall. He feels compelled only to report missing items (such as
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
forest have been turned to objects of glossy white stone with blood-red flecks. 4 The battlefield before the characters contains no bodies, only the clothing and weapons of thousands of missing soldiers
, fire, or lightning (your choice, or determine randomly). Its melee attacks deal an extra 1d6 damage of that type, and it has the Elemental Body trait: a creature that touches it or hits it with a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
(but missing) gemstone. Climbing the colossus to reach the ruby eye requires a DC 20 Strength (Athletics) check, since the surface has few handholds or footholds. Prying the ruby eye from its socket
. Each time Zalto hits something with the weapon, any creature imprisoned in the head of the maul takes 5 (2d4) bludgeoning damage as it’s jostled and knocked about. Zalto’s prisoner is a member of the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
legs. It turns 180 degrees whenever it hits a barrier, reversing its course. U5. Stonky’s Missing Ring A five-foot-diameter well enclosed by a two-foot-high stone rim stands in the center of this room
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Western Dome. This dome has been taken over by a giant spider missing one of its legs. The seven-legged arachnid lurks in its webs and attacks anyone who approaches within 10 feet of its home
her hit points. Once per turn, when a creature within 15 feet of Zalkoré damages her, Thiru-Taya’s apparition unerringly hits the attacker with its spear, dealing 15 (2d8 + 6) force damage to it