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Returning 35 results for 'next claw rolling pdf'.
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Monsters
Monster Manual
":"Chaos Claw", "rollDamageType":"Necrotic"} Necrotic damage. Until the start of the slaad’s next turn, the target has a condition determined by rolling 1d4;{"diceNotation":"1d4", "rollType":"roll
least 1 Hit Point.Multiattack. The slaad makes two Chaos Claw attacks.
Chaos Claw. Melee Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Chaos Claw"}, reach 10 ft. Hit: 9
Monsters
Monster Manual
ft. or range 60 ft. Hit: 8 (1d8 + 4);{"diceNotation":"1d8+4", "rollType":"damage", "rollAction":"Chaos Staff", "rollDamageType":"Force"} Force damage. Until the start of the slaad’s next turn
, the target has a condition determined by rolling 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Chaos Staff"}: on a 1, Charmed; on a 2, Frightened; on a 3, Poisoned; or on a 4
Monsters
Monster Manual
", "rollAction":"Chaos Blade", "rollDamageType":"Necrotic"} Necrotic damage. Until the start of the slaad’s next turn, the target has a condition determined by rolling 1d4;{"diceNotation":"1d4", "rollType
Monsters
Monster Manual
being berserk until the start of its next turn, at which point it resumes rolling for the Berserk trait again if it is still Bloodied.
Immutable Form. The golem can’t shape-shift.
Lightning
Aversion to Fire. If the golem takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn.
Berserk. Whenever the golem starts its turn Bloodied, roll
Magic Items
Dungeon Master’s Guide
an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.
Monsters
Monster Manual
", "rollAction":"Fearsome Claw", "rollDamageType":"Slashing"} Slashing damage, and the target has the Frightened condition until the end of the scarecrow’s next turn.
Terrifying Glare. Wisdom Saving Throw
Fearsome Claw. Melee Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Fearsome Claw"}, reach 5 ft. Hit: 6 (2d4 + 1);{"diceNotation":"2d4+1", "rollType":"damage
Monsters
Monster Manual
the end of its next turn.Claw. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2", "rollType":"damage
", "rollAction":"Claw", "rollDamageType":"Slashing"} Slashing damage.
Cinder Breath (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Cinder Breath"}. Dexterity Saving Throw: DC 11
Monsters
Monster Manual
next turn. Success: The target is immune to this ghast’s Stench for 24 hours.Multiattack. The ghast makes two Horrific Necrosis attacks. It can replace one attack with a Claw attack.
Claw. Melee
Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 13 (3d6 + 3);{"diceNotation":"3d6+3", "rollType":"damage", "rollAction":"Claw", "rollDamageType
Monsters
Monster Manual
);{"diceNotation":"2d6+2", "rollType":"damage", "rollAction":"Icy Bite", "rollDamageType":"Cold"} Cold damage, and the target’s Speed decreases by 5 feet until the start of the ghoul’s next turn.
Claw
. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2", "rollType":"damage", "rollAction":"Claw
Monsters
Monster Manual
Fear of Fire. If the yeti takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn.Multiattack. The yeti can use its Chilling Gaze and makes two
attacks, using Claw or Ice Throw in any combination.
Claw. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 14 (2d6 + 7);{"diceNotation":"2d6+7
Monsters
Monster Manual
.
Legendary Resistance (3/Day, or 4/Day in Lair). If the sphinx fails a saving throw, it can choose to succeed instead.Multiattack. The sphinx makes three Claw attacks.
Claw. Melee Attack Roll: +8
;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 14 (3d6 + 4);{"diceNotation":"3d6+4", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"Slashing"} Slashing
Monsters
Monster Manual
the Poisoned condition until the end of the merrow’s next turn.
Claw. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 9 (2d4 + 4
Amphibious. The merrow can breathe air and water.Multiattack. The merrow makes two attacks, using Bite, Claw, or Harpoon in any combination.
Bite. Melee Attack Roll: +6;{"diceNotation":"1d20+6
Monsters
Monster Manual
Fear of Fire. If the yeti takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn.Multiattack. The yeti can use its Chilling Gaze and makes two
attacks, using Claw or Ice Throw in any combination.
Claw. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4
Monsters
Monster Manual
barriers.Multiattack. The intellect devourer makes one Claw attack and uses Devour Intellect.
Claw. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 7
(2d4 + 2);{"diceNotation":"2d4+2", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"Slashing"} Slashing damage.
Devour Intellect. Intelligence Saving Throw: DC 12, one creature the
Monsters
Monster Manual
Regeneration. The oni regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point.Multiattack. The oni makes two Claw or Nightmare Ray attacks. It can replace one attack
with a use of Spellcasting.
Claw. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Claw"}, reach 10 ft. Hit: 10 (1d12 + 4);{"diceNotation":"1d12+4", "rollType":"damage
Monsters
Monster Manual
, and the ettercap knows the location of any other creature in contact with the same web.Multiattack. The ettercap makes one Bite attack and one Claw attack.
Bite. Melee Attack Roll: +4;{"diceNotation
(1d4);{"diceNotation":"1d4", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Poison"} Poison damage, and the target has the Poisoned condition until the start of the ettercap’s next
Monsters
Monster Manual
Emanation originating from the manes at the end of the manes’s turn. Failure: The target has the Incapacitated condition until the end of its next turn. Success: The target is immune to this manes
’s Sickening Vapors for 24 hours.Claw. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 5 (1d6 + 2);{"diceNotation":"1d6 + 2", "rollType
Monsters
Monster Manual
Hells.
Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects.Multiattack. The devil makes two Claw attacks and one Infernal Sting attack.
Claw. Melee
Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Claw"}, reach 10 ft. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction":"Claw", "rollDamageType
Monsters
Monster Manual
. Success: Half damage.Claw. Melee Attack Roll: +2;{"diceNotation":"1d20+2", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 2 (1d4);{"diceNotation":"1d4", "rollType":"damage", "rollAction
":"Claw", "rollDamageType":"Slashing"} Slashing damage plus 2 (1d4);{"diceNotation":"1d4", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"Fire"} Fire damage.
Steam Breath (Recharge 6
Monsters
Monster Manual
Multiattack. The medusa makes two Claw attacks and one Snake Hair attack, or it makes three Poison Ray attacks.
Claw. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction
":"Claw"}, reach 5 ft. Hit: 10 (2d6 + 3);{"diceNotation":"2d6+3", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"Slashing"} Slashing damage.
Snake Hair. Melee Attack Roll: +6
Monsters
Monster Manual
double damage to objects and structures.Multiattack. The tarrasque makes one Bite attack and three other attacks, using Claw or Tail in any combination.
Bite. Melee Attack Roll: +19;{"diceNotation
, and the target has the Grappled condition (escape DC 20). Until the grapple ends, the target has the Restrained condition and can’t teleport.
Claw. Melee Attack Roll: +19;{"diceNotation":"1d20
Monsters
Monster Manual
":"damage", "rollAction":"Death Burst", "rollDamageType":"Bludgeoning"} Bludgeoning damage. Success: Half damage.Claw. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Claw
"}, reach 5 ft. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"Slashing"} Slashing damage.
Blinding Breath (Recharge 6);{"diceNotation":"1d6
Monsters
Monster Manual
Spectral Claw attack.
Malicious Magic. The hag uses Spellcasting to cast Dimension Door or Hypnotic Pattern. The hag can’t take this action again until the start of its next turn.Arch-hag Lairs
hag knows its location anywhere in the multiverse.Multiattack. The hag makes two Spectral Claw attacks and uses Crackling Wave.
Spectral Claw. Melee or Ranged Attack Roll: +14;{"diceNotation":"1d20
Monsters
Monster Manual
’s true form. Failure: The target has the Frightened condition until the start of its next turn. Success: The target is immune to this hag’s Vile Appearance for 24 hours.Claw. Melee Attack
Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 10 (2d6 + 3);{"diceNotation":"2d6+3", "rollType":"damage", "rollAction":"Claw", "rollDamageType
Monsters
Monster Manual
.
Legendary Resistance (3/Day, or 4/Day in Lair). If the sphinx fails a saving throw, it can choose to succeed instead.Multiattack. The sphinx makes two Claw attacks and uses Roar.
Claw. Melee Attack
Roll: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 20 (4d6 + 6);{"diceNotation":"4d6+6", "rollType":"damage", "rollAction":"Claw", "rollDamageType
Monsters
Monster Manual
aura. Failure: The target has the Frightened condition until the start of its next turn. Success: The target is immune to this pit fiend’s aura for 24 hours.
Legendary Resistance (4/Day). If the
makes one Bite attack, two Devilish Claw attacks, and one Fiery Mace attack.
Bite. Melee Attack Roll: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Bite"}, reach 10 ft. Hit: 18 (3d6
Magic Items
Dungeon Master’s Guide
the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table that corresponds to the bag’s color. See the Monster Manual for the
creature’s stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.
The creature is Friendly to you and your allies, and it acts immediately after you on your
Magic Items
Dungeon Master’s Guide
. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly by rolling on
your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn.
1d20
Bead
Spell
1–6
Bead of
Magic Items
Dungeon Master’s Guide
, determined by rolling on the following table.
Any spell you cast from the hat uses your spell save DC and spell attack bonus.
1d100
Effect
01–50
You cast a random spell determined by
rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a
Spells
Player’s Handbook
Psychic damage.
Actions
Multiattack. The spirit makes a number of attacks equal to half this spell’s level (round down).
Claw (Slaad Only). Melee Attack Roll: Bonus equals your spell attack
modifier, reach 5 ft. Hit: 1d10 + 3 + the spell’s level Slashing damage, and the target can’t regain Hit Points until the start of the spirit’s next turn.
Eye Ray (Beholderkin Only
Spells
Player’s Handbook
, any creature (other than you) that starts its turn within a 5-foot Emanation originating from the spirit. Failure: The creature has the Poisoned condition until the start of its next turn
). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 3 + the spell’s level Necrotic damage, and the target has the Frightened condition until the end of its next
Magic Items
Dungeon Master’s Guide
This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of token or determines it randomly by rolling on the Quaal
’s Feather Tokens table. The type of token determines its rarity.
Anchor (Uncommon). You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel can&rsquo
Magic Items
Dungeon Master’s Guide
other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it
, Stinking Cloud.
21–25
Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome just happened
Magic Items
Dungeon Master’s Guide
’s blank pages, which fills with writing detailing the trapped creature’s widely known name and depravities. Once used, this action can’t be used again until the next dawn.
When you
roll for a spell you cast against a Fiend, you use the maximum possible result instead of rolling.
Random Properties. The Artifact has the following random properties (see “Artifacts” in
Magic Items
Storm King's Thunder
point the claw at a Dragon within 30 feet of you. The target must then succeed on a DC 15 Constitution saving throw or gain vulnerability to all damage types until the end of your next turn. This
property can be used three times. The claw regains all expended uses at the next dawn.
Wyrm Shield. While the claw is displayed on your person, you have resistance to the damage caused by the breath






