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Returning 35 results for 'monsters slot with only against fist for long'.
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monster slot with only against feet for long
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monsters slot with only against feet for long
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monsters slot with only against foot for long
Monsters
Monster Manual
maximum doesn’t return to normal when finishing a Long Rest, and its Hit Point maximum decreases by 10 (3d6);{"diceNotation":"3d6", "rollType":"roll", "rollAction":"Rotting Fist"} every 24 hours
Multiattack. The mummy makes two Rotting Fist attacks and uses Dreadful Glare.
Rotting Fist. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Rotting Fist"}, reach
Monsters
Monster Manual
within the mummy’s lair. The heart is a Tiny object that has AC 17, HP 10, and Immunity to all damage except Fire.Multiattack. The mummy makes one Rotting Fist or Channel Negative Energy attack, and
it uses Dreadful Glare.
Rotting Fist. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Rotting Fist"}, reach 5 ft. Hit: 15 (2d10 + 4);{"diceNotation":"2d10+4
Magic Items
Dungeon Master’s Guide
spell slot as a Magic action while holding the rod. You can’t use this property again until you finish a Long Rest.
Spells
Player’s Handbook
Difficult Terrain for your enemies.
Using a Higher-Level Spell Slot. The damage of the Clenched Fist increases by 2d8 and the damage of the Grasping Hand increases by 2d6 for each spell slot level above 5.
the spell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects:
Clenched Fist. The hand strikes a target within 5 feet of it
Spells
Player’s Handbook
A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on
a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
Spells
Player’s Handbook
by this spell again until that creature finishes a Long Rest.
Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 2.
Magic Items
Dungeon Master’s Guide
last only as long as you strive to do good. If you fail to perform at least one act of kindness or generosity within the span of 10 days, or if you willingly perform an evil act, you lose all the
maximum of 24. You can’t gain this benefit from the book more than once.
Enlightened Magic. After you spend the requisite amount of time reading and studying the book, any spell slot you expend to
Monsters
Monster Manual
Influence action.
Meddlesome Magic. Whenever a creature other than the hag or its allies finishes a Long Rest while within 1 mile of the lair, the next time that creature casts a spell using a spell slot
Intelligence as the spellcasting ability (spell save DC 19): Augury, Find Familiar, Identify,Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast
Spells
Player’s Handbook
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1
creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.
Spells
Player’s Handbook
You create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10
saving throw, taking 7d8 Slashing damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot. Both types of damage increase by 1d8 for each spell slot level above 6.
Spells
Player’s Handbook
anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.
Using a Higher-Level Spell Slot. Use the spell slot’s
), Psychic (Fey), or Necrotic (Fiend) damage.
Bonus Actions
Fell Glare (Fiend Only; Recharges after a Long Rest). Wisdom Saving Throw: DC equals your spell save DC, one creature within 60 feet the steed
Magic Items
Dungeon Master’s Guide
slot of the spell’s level. Then, to determine whether you cast the spell, make an Intelligence (Arcana) check (DC 10 plus the spell’s level). On a successful check, you cast the spell using
its normal casting time, and you can’t use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead
Magic Items
Dungeon Master’s Guide
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
, regardless of what level spell slot you used, if any. Additionally, the Fiend has Disadvantage on its saving throw against the spell.
Fiendish Scourging. While carrying the book, when you make a damage
Monsters
Waterdeep: Dungeon of the Mad Mage
, dispel magic
4th level (3 slots): stone shape, guardian of faith
5th level (2 slots): contagion, insect plague
6th level (1 slot): harmMultiattack. The mummy can use its Dreadful Glare and makes one
attack with its rotting fist.
Rotting Fist. Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Rotting Fist"} to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4
Monsters
Spelljammer: Adventures in Space
Multiattack. The b’rohg makes four Fist attacks or two Rock attacks.
Fist. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Fist"} to hit, reach 10 ft., one
target. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5","rollType":"damage","rollAction":"Fist","rollDamageType":"piercing"} bludgeoning damage.
Rock. Ranged Weapon Attack: +5;{"diceNotation":"1d20+5
Monsters
Planescape: Adventures in the Multiverse
);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Headfirst Charge", "rollDamageType":"bludgeoning"} bludgeoning damage and have the prone condition.Multiattack. The equinal makes two Fist
attacks.
Fist. Melee Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Fist"} to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6);{"diceNotation":"2d6+6", "rollType":"damage
Monsters
Candlekeep Mysteries
slots): animate dead, dispel magic
4th level (3 slots): divination, guardian of faith
5th level (2 slots): contagion, insect plague
6th level (1 slot): harmMultiattack. The fungal servant can use
its Dreadful Glare and makes one attack with its rotting fist.
Rotting Fist. Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Rotting Fist"} to hit, reach 5 ft., one
Monsters
Tasha’s Cauldron of Everything
’s long jump is up to 50 feet and its high jump is up to 25 feet, with or without a running start.
Unusual Nature. The servant doesn’t require air, food, drink, or sleep.Destructive Fist
. Melee or Ranged Weapon Attack: +17;{"diceNotation":"1d20+17","rollType":"to hit","rollAction":"Destructive Fist"} to hit, reach 10 ft. or range 120 ft., one target. Hit: 36 (4d12 + 10);{"diceNotation
Monsters
Waterdeep: Dungeon of the Mad Mage
shield, Otiluke's resilient sphere, stoneskin
5th level (3 slots): cone of cold, scrying, wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind
blank
9th level (1 slot): time stop
*The archmage casts mind blank, stoneskin and mage armor spells on itself before combat.Dagger. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType
Monsters
Strixhaven: A Curriculum of Chaos
use that action again until he finishes a long rest:
Clay Behemoth. A clay golem erupts from the floor in an unoccupied space within 15 feet of the ritual circle. The golem obeys Murgaxor's commands
, takes its turns on initiative count 10 (losing initiative ties), fights until destroyed, and reverts to a mound of inanimate clay after 1 hour.
Earthen Fist. A medium fist of packed earth rises
Monsters
Waterdeep: Dungeon of the Mad Mage
(save DC 16) without expending a spell slot.
Halaster also wears a horned ring (a very rare magic item that requires attunement), which allows an attuned wearer to ignore Undermountain’s magical
with spell attacks). He can cast disguise self and invisibility at will. He can cast fly and lightning bolt once each without expending a spell slot, but can’t do so again until he finishes a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The duergar makes two Iron Fist
Fist. Melee Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Iron Fist"} to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5);{"diceNotation":"4d8+5", "rollType":"damage
Monsters
Bigby Presents: Glory of the Giants
instead.Multiattack. The spirit makes two Lightning Fist or Hailstone attacks in any combination.
Lightning Fist. Melee Weapon Attack: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction
":"Lightning Fist"} to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7);{"diceNotation":"4d8+7", "rollType":"damage", "rollAction":"Lightning Fist", "rollDamageType":"lightning"} lightning damage.
Hailstone
Monsters
The Book of Many Things
Bound. The drone is magically bound to an amulet. As long as the drone and its amulet are on the same plane of existence, the drone’s wearer can telepathically call the drone to travel to it
, any previously stored spell is lost.Multiattack. The drone makes two fist attacks.
Fist. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Fist"} to hit, reach 5 ft
Monsters
Candlekeep Mysteries
(2 slots): contagion, scrying
6th level (1 slot): harmMultiattack. Valin can use her Dreadful Glare and makes one attack with her rotting fist.
Rotting Fist. Melee Weapon Attack: +9;{"diceNotation
":"1d20+9","rollType":"to hit","rollAction":"Rotting Fist"} to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4);{"diceNotation":"3d6+4","rollType":"damage","rollAction":"Rotting Fist","rollDamageType
Magic Items
Strixhaven: A Curriculum of Chaos
primer at the end of a long rest, you can choose one 1st-level spell from the cleric or wizard spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell
slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.
Monsters
Spelljammer: Adventures in Space
sleep.Multiattack. The zodar makes two Crushing Fist attacks. Before or after these attacks, the zodar uses Forced Teleport.
Crushing Fist. Melee Weapon Attack: +15;{"diceNotation":"1d20+15","rollType":"to hit
","rollAction":"Crushing Fist"} to hit, reach 5 ft., one target. Hit: 21 (2d10 + 10);{"diceNotation":"2d10+10","rollType":"damage","rollAction":"Crushing Fist","rollDamageType":"force"} force damage
Magic Items
Strixhaven: A Curriculum of Chaos
the primer at the end of a long rest, you can choose one 1st-level spell from the bard or cleric spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell
slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.
Magic Items
Strixhaven: A Curriculum of Chaos
primer at the end of a long rest, you can choose one 1st-level spell from the druid or wizard spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if
Magic Items
Strixhaven: A Curriculum of Chaos
primer at the end of a long rest, you can choose one 1st-level spell from the bard or sorcerer spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot
Magic Items
Strixhaven: A Curriculum of Chaos
primer at the end of a long rest, you can choose one 1st-level spell from the druid or wizard spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if
Monsters
Waterdeep: Dragon Heist
Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction
":"Divine Eminence","rollDamageType":"radiant"} radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra
Monsters
Acquisitions Incorporated
Divine Eminence. As a bonus action, Prophetess can expend a spell slot to cause her melee weapon attacks to magically deal an extra 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction
":"Divine Eminence","rollDamageType":"radiant"} radiant damage to a target on a hit. This benefit lasts until the end of the turn. If Prophetess expends a spell slot of 2nd level or higher, the extra
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
monstrous creatures that live in the frozen wastes, thanoi are adept hunters. In addition to their tusks, they use harpoons on long ropes that they can quickly reel back. Groups of thanoi hunters work
together to take down monsters far larger than themselves, including remorhaz;remorhazes and white dragons.Cold
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Fiends.Multiattack. Fraz-Urb’luu makes one Bite attack and two Fist attacks, and he uses Phantasmal Terror.
Bite. Melee Weapon Attack: +16;{"diceNotation":"1d20+16","rollType":"to hit","rollAction":"Bite
"} to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9);{"diceNotation":"3d6+9","rollType":"damage","rollAction":"Bite","rollDamageType":"force"} force damage.
Fist. Melee Weapon Attack: +16






