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Returning 35 results for 'more sword with only allows flying for long'.
Flying Sword
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
spell save DC or fall unconscious for 1 minute.
False Appearance. While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword.Longsword. Melee Weapon Attack: +3
","rollDamageType":"slashing"} slashing damage.A magically animated flying sword dances through the air, fighting like a warrior that can’t be injured.Poison, Psychic
Monsters
Keys from the Golden Vault
.
False Appearance. While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword.Longsword. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit
animated flying sword dances through the air, fighting like a warrior that can’t be injured.Fire, Poison, Psychic
Monsters
Monster Manual
Slash. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Slash"}, reach 5 ft. Hit: 6 (1d8 + 2);{"diceNotation":"1d8+2", "rollType":"damage", "rollAction":"Slash
Equipment
Proficiency with a Long Sword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Flying Sword A flying sword dances through the air, fighting with the confidence of a warrior that can’t be injured. Swords are the most common weapons animated with magic. Axes, clubs, daggers
, maces, spears, and even self-loading crossbows are also known to exist in animated object form. Flying Sword
Small construct, unaligned
Armor Class 17 (natural armor)
Hit Points 17 (5d6)
Speed 0
Monsters
Monster Manual
against spells and other magical effects.Multiattack. The solar makes two Flying Sword attacks. It can replace one attack with a use of Slaying Bow.
Flying Sword. Melee or Ranged Attack Roll: +15
;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Flying Sword"}, reach 10 ft. or range 120 ft. Hit: 22 (4d6 + 8);{"diceNotation":"4d6+8", "rollType":"damage", "rollAction":"Flying Sword
Monsters
Monster Manual
, or if the erinyes dies. If the rope is damaged or destroyed, the erinyes can fully restore it when finishing a Short or Long Rest.Multiattack. The erinyes makes three Withering Sword attacks and can
use Entangling Rope.
Withering Sword. Melee Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Withering Sword"}, reach 5 ft. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4
Magic Items
Dungeon Master’s Guide
This item functions as a Pole. While holding it, you can take a Magic action to collapse it into a 1-foot-long rod for ease of storage (the pole’s weight doesn’t change) or cause the 1-foot-long rod to revert to a Pole. The rod elongates only as far as the surrounding space allows.
Spells
Player’s Handbook
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose
so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning
Magic Items
Dungeon Master’s Guide
Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can
hold up to 60 Arrows, Bolts, or similar objects. The midsize compartment holds up to 18 Javelin;Javelins or similar objects. The longest compartment holds up to 6 long objects, such as bows
Magic Items
Dungeon Master’s Guide
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can
remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is
Magic Items
Dungeon Master’s Guide
) or a 10-foot pole, or reverting it a Quarterstaff; the weapon will elongate only as far as the surrounding space allows.
In certain forms, the weapon has the following additional properties
you. You can’t use this property again until you finish a Short or Long Rest.
Ranged Weapon (Quarterstaff Form Only). This weapon has the Thrown property with a normal range of 30 feet and a
Magic Items
Dungeon Master’s Guide
pounds while flying at its maximum speed (16 miles per hour for a maximum of 144 miles per day, with a 1-hour rest for every 3 hours of flying) or 1,000 pounds at half that speed. The bird disappears
after flying its maximum distance for a day or if it drops to 0 Hit Points. You can dismiss the bird as a Magic action.
Fan (Uncommon). If you are on a boat or ship, you can take a Magic action to
Magic Items
Baldur’s Gate: Descent into Avernus
. It desires a wielder who embodies bravery and heroism.
Attunement. The sword allows you to attune to it immediately, without having to take a short rest. The first time you attune to the sword, you
radiant damage.
Divine Presence. Your Charisma score becomes 20, unless it is already 20 or higher.
Feathered Wings. You sprout a beautiful pair of feathered wings that grant you a flying speed of 90
Magic Items
Dungeon Master’s Guide
stone cracks and turns to powder if the book rests on it long enough.
Whenever a creature that isn’t a Fiend or an Undead attunes to the Book of Vile Darkness, that creature makes a DC 17
remains with you only as long as you strive to work evil in the world. If you fail to perform at least one evil act within the span of 10 days, or if you willingly perform a good act, the book
Monsters
Quests from the Infinite Staircase
, ability checks, and saving throws.Multiattack. Sion makes one Shadow Sword attack and uses Affix Shadow or Spellcasting.
Shadow Sword. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType
":"to hit", "rollAction":"Shadow Sword"} to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3);{"diceNotation":"2d10+3", "rollType":"damage", "rollAction":"Shadow Sword", "rollDamageType":"necrotic
Monsters
Vecna: Eve of Ruin
Shape bonus action.Multiattack. Kas makes three Vengeful Sword attacks. He can replace one of these attacks with a Bite attack.
Vengeful Sword. Melee Weapon Attack: +15;{"diceNotation":"1d20+15
", "rollType":"to hit", "rollAction":"Vengeful Sword"} to hit, reach 5 ft., one target. Hit: 20 (2d8 + 11);{"diceNotation":"2d8+11", "rollType":"damage", "rollAction":"Vengeful Sword", "rollDamageType
Monsters
Dragonlance: Shadow of the Dragon Queen
minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Multiattack. The draconian makes two Serrated Sword attacks and one Tail
attack.
Serrated Sword. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Serrated Sword"} to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4);{"diceNotation":"2d8
Monsters
Fizban's Treasury of Dragons
Sword attacks and one Tail attack.
Serrated Sword. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Serrated Sword"} to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4
);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction":"Serrated Sword", "rollDamageType":"slashing"} slashing damage.
Tail. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Sword attacks. One of the attacks can be replaced by a Hand Crossbow attack. The drow can also use Spellcasting to cast darkness.
Shadow Sword. Melee or Ranged Weapon Attack: +9;{"diceNotation":"1d20+9
", "rollType":"to hit", "rollAction":"Shadow Sword"} to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 27 (7d6 + 5);{"diceNotation":"7d6+5", "rollType":"damage", "rollAction":"Shadow Sword
Magic Items
Dragonlance: Shadow of the Dragon Queen
intense.
While attuned to a flying citadel helm and sitting in it, you gain the following abilities for as long as you maintain concentration (as if concentrating on a spell):
You can use the
The function of this ornate chair is to propel and maneuver a flying citadel on which it has been installed. The chair has AC 15, 18 hit points, and immunity to poison and psychic damage. It is
Monsters
Waterdeep: Dragon Heist
Special Equipment. Jarlaxle wears Leather, +3; +3 leather armor, a hat of disguise, a bracer of flying daggers (see appendix A), a cloak of invisibility, a knave's eye patch (see appendix A), and a
subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Jarlaxle instead takes no damage if he succeeds on the saving throw, and only half damage if he fails
Monsters
Baldur’s Gate: Descent into Avernus
Magic Weapons. The hellwasp’s weapon attacks are magical.Multiattack. The hellwasp makes two attacks: one with its sting and one with its sword talons.
Sting. Melee Weapon Attack: +7
.
Sword Talons. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Sword Talons"} to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4","rollType
Monsters
Bigby Presents: Glory of the Giants
a short or long rest.Multiattack. The giant makes three Flying Staff attacks.
Flying Staff. Melee or Ranged Weapon Attack: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Flying
Staff"} to hit, reach 10 ft. or range 30/90 ft., one target. Hit: 18 (3d6 + 8);{"diceNotation":"3d6+8", "rollType":"damage", "rollAction":"Flying Staff", "rollDamageType":"bludgeoning"} bludgeoning
Monsters
Storm King's Thunder
each: arcane lock, gust of wind, invisibility, magic missile, unseen servant
1/day each: globe of invulnerability, haste, hypnotic pattern, ice storm, lightning bolt, Mordenkainen's sword, wall of
forceSansuri, a vainglorious cloud giant countess, is one of several cloud giant nobles who have retreated to their cloud castles and embarked on expeditions to map the present-day Sword Coast in
Monsters
Waterdeep: Dragon Heist
. If Urstul is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Urstul instead takes no damage if he succeeds on the saving throw, and only half damage
large, heavyset man in his forties. He storms about House Gralhund like he owns the place. He has a collection of black flying snake;flying snakes that he uses as couriers to deliver messages to underlings throughout the city.Poison
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. Titivilus makes one Silver Sword attack, and he uses Frightful Word.
Silver Sword. Melee Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Silver Sword"} to hit, reach
5 ft., one target. Hit: 8 (1d8 + 4);{"diceNotation":"1d8+4", "rollType":"damage", "rollAction":"Silver Sword", "rollDamageType":"force"} force damage, or 9 (1d10 + 4);{"diceNotation":"1d10+4
Monsters
Curse of Strahd
Special Equipment. In addition to his sword cane, Rictavio wears a hat of disguise and a ring of mind shielding, and he carries a spell scroll of raise dead.
Spellcasting. Rictavio is a 9th-level
weapon’s type.Multiattack. Rictavio makes two attacks with his sword cane.
Sword Cane. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Sword Cane"} to hit
Magic Items
The Wild Beyond the Witchlight
You can use this contraption to fly, provided your weight (including whatever you are wearing or carrying) doesn’t exceed 300 pounds. The ornithopter has a flying speed of 30 feet, and it moves
according to your spoken directions while you are riding it. It can’t hover. If the ornithopter loses its rider while airborne, it falls and can’t fly again for 1d6 + 4 days.
The ornithopter is 8 feet long, has a 14-foot wingspan, and weighs 25 pounds.
Pole of Collapsing
Legacy
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Magic Items
Xanathar's Guide to Everything
While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole’s weight doesn’t change. You
can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.
Male Steeder
Legacy
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Monsters
Out of the Abyss
Spider Climb. The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Extraordinary Leap. The distance of the steeder's long jumps is
tripled; every foot of its walking speed that it spends on the jump allows it to jump 3 feet.Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Bite"} to hit, reach
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The giant can breathe air and water.
Legendary Resistance (1/Day). If the giant fails a saving throw, it can choose to succeed instead.Multiattack. The giant makes two Lightning Sword
attacks, or it uses Wind Javelin twice.
Lightning Sword. Melee Weapon Attack: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Lightning Sword"} to hit, reach 15 ft., one target. Hit
Monsters
Thieves’ Gallery
a critical hit.
Evasion. If Forge is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he takes no damage if he succeeds on the saving throw, and only
audacious criminal has left a trail of broken promises and false identities along the Sword Coast. He conceals flexible morals and a ready dagger behind his winning smile.
Forge enjoys the finer
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Extraordinary Leap. The distance of the steeder’s long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to move 3 feet.
Spider Climb. The steeder can
begins shortly after the steeder hatches. As it grows, its rider works with it to direct its predatory instincts.
Rather than spinning webs, steeders excrete a viscous substance from their legs. This goo allows them to creep along walls and ceilings and to grapple prey.
Female Steeder
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
Spider Climb. The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Extraordinary Leap. The distance of the steeder's long jumps is
tripled; every foot of its walking speed that it spends on the jump allows it to move 3 feet.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bite"} to hit, reach






