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Returning 35 results for 'place attack and his ceiling'.
Spells
Player’s Handbook
movement to dance in place.
On a failed save, the target has the Charmed condition for the duration. While Charmed, the target dances comically, must use all its movement to dance in place, and has
Disadvantage on Dexterity saving throws and attack rolls, and other creatures have Advantage on attack rolls against it. On each of its turns, the target can take an action to collect itself and repeat the save, ending the spell on itself on a success.
Magic Items
Dungeon Master’s Guide
While you wear this cloak, it magically projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have Disadvantage on attack rolls
Magic Items
Dungeon Master’s Guide
the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a Roc, but it can’t attack. It obeys your simple commands and can carry up to 500
yourself. The token disappears, and a floating whip takes its place. You can then take a Bonus Action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of
Equipment
13 Dexterity (Sleight of Hand) check. While bound, a creature has Disadvantage on attack rolls, and the creature is Restrained if the Manacles are attached to a chain or hook that is fixed in place
Spells
Player’s Handbook
You place a curses;curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Shadow Escape. If the vampire drops to 0 Hit Points outside its resting place
, it teleports into its resting place unless it is in running water or sunlight. If it can’t teleport, it is destroyed. Once inside its resting place, it has the Paralyzed condition for 1 hour
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. If the vampire drops to 0 Hit Points outside its resting place
, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it
Monsters
Monster Manual
Multiattack. The cyclops makes three attacks, using Radiant Strike or Flash of Light in any combination.
Radiant Strike. Melee Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit
. Ranged Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Flash of Light"}, range 120 ft. Hit: 17 (2d10 + 6);{"diceNotation":"2d10+6", "rollType":"damage", "rollAction":"Flash
Monsters
Monster Manual
Magic Resistance. The satyr has Advantage on saving throws against spells and other magical effects.Multiattack. The satyr makes three Prance attacks.
Prance. Melee Attack Roll: +7;{"diceNotation
:
Charming. The target has the Charmed condition for 1 minute. While Charmed, the target has the Incapacitated condition and uses all its movement to dance in place. The effect ends on the target if it
Spells
Player’s Handbook
can’t exceed 50 contiguous 10-foot Cube;Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings
their attire. They are invulnerable and obey your commands. Each servant can perform tasks that a human could perform, but they can’t attack or take any action that would directly harm another
Magic Items
Dungeon Master’s Guide
’s authors filled the pages with their own visions of true virtue, providing guidance for defeating evil.
The Book of Exalted Deeds rarely lingers in one place. As soon as the book is read, it
addition, Fiends and Undead within the halo’s Bright Light make attack rolls against you with Disadvantage.
Random Properties. The Book of Exalted Deeds has the following random properties:
2
Spells
Player’s Handbook
feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered
Disadvantage on attack rolls and ability checks.
Fear. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened, the target must move at least 30
Magic Items
Dungeon Master’s Guide
avatar makes a number of Reaping Scythe attacks equal to half the summoner’s Proficiency Bonus (rounded up).
Reaping Scythe. Melee Attack Roll: Automatic hit, reach 5 ft. Hit: 7 (1d8 + 3
, which must be cleared out before you can claim the keep as yours.
Void. Your soul is drawn from your body and contained in an object in a place of the DM’s choice. One or more powerful beings
Monsters
Mordenkainen Presents: Monsters of the Multiverse
False Appearance. If the trapper is motionless on a floor, wall, or ceiling at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the trapper
move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the trapper isn’t part of the floor, wall, or ceiling.
Spider Climb. The trapper can climb
Monsters
Icewind Dale: Rime of the Frostmaiden
False Appearance. While the ice piercer remains motionless on the ceiling, it is indistinguishable from a normal stalactite.
Spider Climb. The ice piercer can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability check.Drop. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Drop"} to hit, one creature directly underneath
Monsters
Out of the Abyss
Pick. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"War Pick"} to hit, reach 5 ft., one target. Hit: 4 (1d8);{"diceNotation":"1d8","rollType":"damage","rollAction
this action. His statistics and capabilities are otherwise replaced by those of the new form.
Create Green Slime (Recharges after a Long Rest). The Pudding King creates a patch of green slime. The slime appears on a section of wall, ceiling, or floor within 30 feet of the Pudding King.Acid, Poison
Magic Items
Storm King's Thunder
used as part of rituals to resolve disputes. The gavel has the following properties.
Arbiter’s Shield. At the start of every combat, attack rolls against you have disadvantage before the start of
within 60 feet of that point deals damage to another creature with an attack that hits, the attacker takes psychic damage equal to half the damage it dealt to the target. Once you use this property
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
Unusual Nature. The parasite doesn’t require air or sleep.Cling. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Cling"} to hit, reach 5 ft., one creature
the size of a dinner plate. Its dorsal surface is soft and glossy, while its ventral surface is lined with bony hooks. The parasite uses its hooks to attach to a wall or ceiling until suitable prey
Magic Items
Tasha’s Cauldron of Everything
To attune to this vial, you must place a few drops of your blood into it. The vial can’t be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood
turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells
Monsters
Mordenkainen Presents: Monsters of the Multiverse
diameter with a ceiling 100 feet high. Like a stomach, it contains the remains of past meals. The dreadnought can’t be harmed from within the demiplane. If the dreadnought dies, the demiplane
silver cord instead of dealing damage.
Unusual Nature. The dreadnought doesn’t require air, food, drink, or sleep.Multiattack. The dreadnought makes one Bite attack and two Claw attacks.
Bite
Equipment
. You remain floating in place while the property is active, and you can move yourself horizontally by being pushed or towed or by scooting yourself along a surface, such as a wall or ceiling, at half
Magic Items
The Book of Many Things
. Roll a d20 and record the number rolled. Once in the next 8 hours, immediately after a creature within 60 feet of you makes an ability check, an attack roll, or a saving throw, you can use your
reaction to discard the d20 roll; the creature must use the number you rolled in place of its roll.
Additionally, while holding the cards, you can cast Divination from them. Once this property is used, it can’t be used again until the next dawn.
Monsters
Candlekeep Mysteries
effects.Multiattack. Zikzokrishka can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +13;{"diceNotation":"1d20+13
plus 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Bite","rollDamageType":"lightning"} lightning damage.
Claw. Melee Weapon Attack: +13;{"diceNotation":"1d20+13","rollType":"to hit
Magic Items
Storm King's Thunder
line of sight.
Standard’s Shield. As a bonus action, you can touch the unfurled banner and invoke this power. Any ranged attack roll that targets you or an ally of yours has disadvantage if the
rest.
Gift of Battle. You can transfer the banner’s magic to a place by tracing the krig rune on the ground with your finger. The point where you trace it becomes the center of a spherical
Monsters
Fizban's Treasury of Dragons
attack and two Claw attacks.
Bite. Melee Weapon Attack: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 10 ft., one target. Hit: 18 (2d10+7);{"diceNotation":"2d10+7
damage.
Claw. Melee Weapon Attack: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 10 ft., one target. Hit: 11 (1d8+7);{"diceNotation":"1d8+7", "rollType
Monsters
Storm King's Thunder
by those of the new form.Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +16;{"diceNotation
"} piercing damage plus 11 (2d10);{"diceNotation":"2d10","rollType":"damage","rollAction":"Bite","rollDamageType":"lightning"} lightning damage.
Claw. Melee Weapon Attack: +16;{"diceNotation":"1d20+16
Monsters
Fizban's Treasury of Dragons
convey what it senses to its master, and the two can communicate telepathically with each other.Multiattack. The peacekeeper makes two Slam attacks.
Slam. Melee Weapon Attack: +5;{"diceNotation":"1d20
peacekeeper to protect the place. The peacekeeper can ward a community for centuries, standing in the place of its dragon creator and maintaining peace and order.
Metallic Sentinels
A metallic sentinel is
Monsters
Fizban's Treasury of Dragons
attack and two Claw attacks.
Bite. Melee Weapon Attack: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 15 ft., one target. Hit: 19 (2d10+8);{"diceNotation":"2d10+8
damage.
Claw. Melee Weapon Attack: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 10 ft., one target. Hit: 15 (2d6+8);{"diceNotation":"2d6+8", "rollType
Monsters
Planescape: Adventures in the Multiverse
damage.Multiattack. The archon makes two Radiant Strike attacks. It can replace one attack with a use of Teleport.
Radiant Strike. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to
from place to place between blasts to confound their foes.
Archons
Archons are denizens of the Seven Heavens of Mount Celestia. Created by the powers of order and benevolence, archons defend their
Monsters
Vecna: Eve of Ruin
attack roll.Warforged warriors are formed from wood and steel, then magically imbued with life and sentience. They were created to fight in the Last War on the continent of Khorvaire in Eberron. In the aftermath of that conflict, they struggle to understand their place in the world.Poison
Multiattack. The warforged makes two Armblade attacks.
Armblade. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Armblade"} to hit, reach 5 ft., one target. Hit
Monsters
The Wild Beyond the Witchlight
Unusual Nature. Clapperclaw doesn’t require air, food, drink, or sleep.Claws. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Claws"} to hit, reach 5 ft., one
nervous or sense tension in the air.”
Ideal. “I prefer to keep moving from place to place.”
Bond. “My original head. It was perfect every way. I hope to get it back one day
Monsters
Waterdeep: Dungeon of the Mad Mage
to succeed instead.
Misty Escape. When he drops to 0 hit points outside his resting place, Zorak transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious
, provided that it isn't in sunlight or running water. If he can't transform, he is destroyed.
While he has 0 hit points in mist form, he can't revert to his vampire form, and he must reach his resting place
Monsters
Strixhaven: A Curriculum of Chaos
archaic makes two Force Strike attacks. It can also use Gravity Shift, if available.
Force Strike. Melee or Ranged Spell Attack: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Force
creature encounters a solid object (such as a ceiling) in this fall, it strikes the object just as it would during a downward fall. If the creature reaches the top of the area without striking anything
Spells
Xanathar's Guide to Everything
;You can use a bonus action to bolster yourself with the soul’s life experience, making your next attack roll, ability check, or saving throw with advantage. If you don’t use this benefit
before the start of your next turn, it is lost.
Eyes of the Dead. You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Legendary Resistance (2/Day). If the balhannoth fails a saving throw, it can choose to succeed instead.Multiattack. The balhannoth makes one Bite attack and two Tentacle attacks.
Bite. Melee Weapon
Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 19 (3d10 + 3);{"diceNotation":"3d10+3", "rollType":"damage", "rollAction":"Bite