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Returning 35 results for 'options charge'.
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Monsters
Baldur’s Gate: Descent into Avernus
","rollAction":"Matalotok","rollDamageType":"cold"} cold damage to each creature within 30 feet of it.Kostchtchie can take 3 legendary actions, choosing from the options below. Only one legendary action
option can be used at a time and only at the end of another creature's turn. Kostchtchie regains spent legendary actions at the start of his turn.
Attack. Kostchtchie makes one melee weapon attack.
Charge
Unicorn
Legacy
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Monsters
Basic Rules (2014)
Charge. If the unicorn moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8);{"diceNotation":"2d8","rollType":"damage
","rollAction":"Charge","rollDamageType":"piercing"} piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Innate Spellcasting. The
Baphomet
Legacy
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Monsters
Out of the Abyss
Charge. If Baphomet moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 16 (3d10);{"diceNotation":"3d10","rollType":"damage
","rollAction":"Charge","rollDamageType":"piercing"} piercing damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be pushed up to 10 feet away and knocked prone
Monsters
Eberron: Rising from the Last War
turn grappling or being grappled by the Lord of Blades.
Charge. If the Lord of Blades moves at least 10 feet straight toward a target and then hits it with his adamantine sixblade on the same turn
take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Lord of Blades regains spent
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
and leaves nothing behind, except a pile of ashes plus whatever equipment it was wearing or carrying.The beast can take 3 legendary actions, choosing from the options below. Only one legendary action
.
Charge (Costs 2 Actions). The beast moves up to its speed without provoking opportunity attack;opportunity attacks, then makes two Tusk attacks.
Frightful Howl (Costs 2 Actions). The beast howls as it
Orcus
Legacy
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Monsters
Out of the Abyss
with dead. Alternatively, he can expend 1 or more of the wand’s charges to cast one of the following spells from it: circle of death (1 charge), finger of death (1 charge), or power word kill (2
damage plus 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Tail","rollDamageType":"poison"} poison damage.Orcus can take 3 legendary actions, choosing from the options below. Only one
Monsters
Candlekeep Mysteries
":"Staff of Striking","rollDamageType":"bludgeoning"} bludgeoning damage when used with two hands, and Bak Mei can expend up to 3 of the staff’s charges. For each expended charge, the target takes
missile if it’s small enough to hold in one hand and Bak Mei has a hand free.Bak Mei can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used
Monsters
Tomb of Annihilation
":"damage","rollAction":"Staff","rollDamageType":"necrotic"} necrotic damage when used with two hands.
Invoke Curse. While holding the Staff of the Forgotten One, Acererak expends 1 charge from it and
has vulnerability to necrotic damage. Greater Restoration, remove curse or similar magic ends the curse on the target.Acererak can take 3 legendary actions, choosing from the options below. Only one
Monsters
Mythic Odysseys of Theros
feet away from Polukranos.Polukranos can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s
turn. Polukranos regains spent legendary actions at the start of its turn.
Detect. Polukranos makes a Wisdom (Perception) check.
Tail Swipe. Polukranos makes a tail attack.
Trampling Charge (Costs
Magic Items
Lost Laboratory of Kwalish
or sacrifice hit points to gain one of the following benefits:
Emit a force field to gain 2d6 + 5 temporary hit points (1 charge or 5 hit points).
Activate boosters to gain a flying speed of 15
feet for 1 minute (1 charge or 5 hit points).
Fire arm-mounted laser: Ranged Weapon Attack: +8 to hit, range 120 feet, one target. Hit: 2d6 radiant damage (1 charge or 5 hit points
Yeenoghu
Legacy
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Monsters
Out of the Abyss
);{"diceNotation":"1d10+9","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.Yeenoghu can take 3 legendary actions, choosing from the options below. Only one legendary action
option can be used at a time and only at the end of another creature’s turn. Yeenoghu regains spent legendary actions at the start of his turn.
Charge. Yeenoghu moves up to his speed.
Swat
Monsters
Mordenkainen Presents: Monsters of the Multiverse
stone
1/day: teleportBaphomet can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn
. Baphomet regains spent legendary actions at the start of his turn.
Heartcleaver Attack. Baphomet makes one Heartcleaver attack.
Charge (Costs 2 Actions). Baphomet moves up to his speed without
Monsters
Mordenkainen Presents: Monsters of the Multiverse
: teleportYeenoghu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Yeenoghu
regains spent legendary actions at the start of his turn.
Charge. Yeenoghu moves up to his speed.
Swat Away. Yeenoghu makes one Flail attack. If the attack hits, the target must succeed on a DC 24
Monsters
Mordenkainen Presents: Monsters of the Multiverse
will: animate dead (as an action), blight, speak with dead
1 charge each: circle of death, finger of death
2 charges: power word killOrcus can take 3 legendary actions, choosing from the options
Monsters
Storm King's Thunder
charge from each wand, triggering the effects of both wands simultaneously.
Spellcasting. Klauth casts one of the following spells, requiring no material components and using Charisma as the
legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Klauth regains spent legendary actions at
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Level 6: Magic Item Tinker Your Replicate Magic Item feature gains the following options. Charge Magic Item. As a Bonus Action, you can touch a magic item within 5 feet of yourself that you created
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, frightened, poisoned
Senses truesight 120 ft., passive Perception 24
Languages all, telepathy 120 ft.
Challenge 23 (50,000 XP)
Charge. If Baphomet moves at least 10 feet straight toward a target
it, the creature is immune to Baphomet’s Frightful Presence for the next 24 hours.
Legendary Actions
Baphomet can take 3 legendary actions, choosing from the options below. Only one legendary
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 24
Languages all, telepathy 120 ft.
Challenge 23 (50,000 XP)
Charge. If Baphomet moves at least 10 feet
the effect ends on it, the creature is immune to Baphomet’s Frightful Presence for the next 24 hours.
Legendary Actions
Baphomet can take 3 legendary actions, choosing from the options below. Only
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
with six iron horns. A hateful light burns in his red eyes. He wields a great glaive called Heartcleaver, but sometimes casts this deadly weapon aside so that he can charge his enemies and gore them
., passive Perception 24
Languages all, telepathy 120 ft.
Challenge 23 (50,000 XP)
Charge. If Baphomet moves at least 10 feet straight toward a target and then hits it with a gore attack on the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
13
Languages Celestial, Elvish, Sylvan, telepathy 60 ft.
Challenge 5 (1,800 XP)
Charge. If the unicorn moves at least 20 feet straight toward a target and then hits it with a horn attack on the
.
Legendary Actions
The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
subterranean lake. In exchange for the components in his possession, Thessalar proposes any of the following options: The characters can travel to the Tomb of Horrors (see chapter 3) to recover Seodra’s plans
(see appendix C), a box of ten paper birds (appendix C), and a strongbox containing three exceptional rubies worth 500 gp each. Manipulating Time Having a mechanical guide spend 1 charge in this area
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Yeenoghu regains spent legendary
actions at the start of his turn.
Charge. Yeenoghu moves up to his speed.
Swat Away. Yeenoghu makes a flail attack. If the attack hits, the target must succeed on a DC 24 Strength saving throw or be
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Actions
Yeenoghu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Yeenoghu regains
spent legendary actions at the start of his turn.
Charge. Yeenoghu moves up to his speed.
Swat Away. Yeenoghu makes a flail attack. If the attack hits, the target must succeed on a DC 24 Strength
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Yeenoghu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Yeenoghu regains spent
legendary actions at the start of his turn.
Charge. Yeenoghu moves up to his speed.
Swat Away. Yeenoghu makes a flail attack. If the attack hits, the target must succeed on a DC 24 Strength saving throw
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
space it can see.
Legendary Actions
The beast can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another
creature’s turn. The beast regains spent legendary actions at the start of its turn.
Tusk Attack. The beast makes one Tusk attack.
Charge (Costs 2 Actions). The beast moves up to its speed without
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
charges to cast one of the following spells from it: circle of death (1 charge), finger of death (1 charge), or power word kill (2 charges). The wand regains 1d4 + 3 charges daily at dawn.
While
3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Orcus regains spent legendary actions at
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
of the wand’s charges to cast one of the following spells from it: circle of death (1 charge), finger of death (1 charge), or power word kill (2 charges). The wand regains 1d4 + 3 charges daily at
Orcus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Orcus regains spent
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Running the Siege You have a few options on how to run the battle. Consider the following: You can treat each defender and orc as an individual, and run the combat as a long, complex encounter. If
are within range, they throw javelins at any visible targets. The next round, they charge to close the distance and attack with melee weapons. After two or three rounds, the orcs retreat. The orcs
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
him takes 13 (3d8) slashing damage. A creature takes 13 (3d8) slashing damage if it starts its turn grappling or being grappled by the Lord of Blades.
Charge. If the Lord of Blades moves at least 10
Blades can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Lord of Blades regains
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Condition Immunities charmed, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Celestial, Elvish, Sylvan, telepathy 60 ft.
Challenge 5 (1,800 XP)
Charge. If the
are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.
Legendary Actions
The unicorn can take 3 legendary actions, choosing from the options below. Only one
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
hands, and Bak Mei can expend up to 3 of the staff’s charges. For each expended charge, the target takes an extra 1d6 force damage.
Heal Self (Recharges after a Long Rest). Bak Mei regains 2d8 + 4
hand and Bak Mei has a hand free.
Legendary Actions
Bak Mei can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
Verminaard can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Verminaard regains spent
attack using this weapon, you can expend one charge to force the creature to make a DC 20 Constitution saving throw. On a failed save, the creature is blinded until the start of your next turn. The weapon regains 1d6 expended charges daily at dawn.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
) bludgeoning damage plus 10 (3d6) necrotic damage when used with two hands.
Invoke Curse. While holding the Staff of the Forgotten One, Acererak expends 1 charge from it and targets one creature he
necrotic damage. Greater restoration, remove curse, or similar magic ends the curse on the target.
Legendary Actions
Acererak can take 3 legendary actions, choosing from the options below. Only one
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
) radiant damage.
Legendary Actions
The archon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another
rider can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The rider regains spent
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
.
Legendary Actions
Polukranos can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn
. Polukranos regains spent legendary actions at the start of its turn.
Detect. Polukranos makes a Wisdom (Perception) check.
Tail Swipe. Polukranos makes a tail attack.
Trampling Charge (Costs 3