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Returning 35 results for 'rolls of bones'.
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rules of bodies
Monsters
Mythic Odysseys of Theros
Blood Frenzy. The harpy has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Dark Devotion. The harpy has advantage on saving throws against being charmed or
upon travelers or claw open fresh graves, stripping bodies of riches and flesh. Then they carry back any treasures or appealing bones they find to reeking nests situated in cramped caves or rotten trees.
Monsters
Planescape: Adventures in the Multiverse
Shadowy Form. While the darkweaver is in dim light or darkness, attack rolls against it are made with disadvantage unless the darkweaver has the incapacitated condition.
Spider Climb. The darkweaver
in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.Multiattack. The darkweaver makes two Shadow Web attacks and one Bite attack. It can use Reel after any of these
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"piercing"} piercing damage. If the leucrotta scores a critical hit, it rolls the damage dice three times, instead of twice.
Hooves. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to
that can crush bones and lacerate flesh. These plates are so tough that a leucrotta can use them to peel plate armor away from the body of a slain knight.
A leucrotta’s stench would normally warn
Monsters
Icewind Dale: Rime of the Frostmaiden
vampire is restrained. Otherwise, it moves to attack what it perceives to be the closest source.
Repulsed by Perfume. The vampire has disadvantage on melee attack rolls made against any creature
rolls and ability checks.Multiattack (Vampire Form Only). The vampire makes two attacks: one with its bite and one with its claws.
Bite (Hyena or Vampire Form Only). Melee Weapon Attack: +8
Monsters
Princes of the Apocalypse
Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The dragon can use its Frightful Presence. It then
its victims can ferment. The lair is littered with the acid-pitted bones of previous victims and the fly-ridden carcasses of fresh kills, watched over by crumbling statues. Centipedes, scorpions, and
Monsters
Eberron: Rising from the Last War
flesh twists in alien ways. The creature has disadvantage on attack rolls, its speed is reduced by half, and if it tries to cast a spell, it must first succeed on a DC 15 Intelligence check or the spell
horrid site shaped from the leftover flesh and bones of the daelkyr’s sculpting. The walls of the palace undulate as air flows through them, as if the space were breathing. Lair Actions. While
Magic Items
Tasha’s Cauldron of Everything
required). As a quarterstaff, the pestle is a magic weapon that grants a +3 bonus to attack and damage rolls made with it.
The pestle has 12 charges. When you hit with a melee attack using the
images of you streaking through the sky between your point of origin and the destination. You arrive at the location 1 hour later or, if it is night, 1 minute later.
Bones Know Their Home. When you
magic-items
This warhammer is made from giant bones and forged in undead dust. The bones are then stained with monster blood.
You gain a +1 bonus to attack and damage rolls with this magic warhammer.
When you
score a Critical Hit with this warhammer, the target is Dazed until the start of your next turn.
Crafting. Creating a Dazing Warhammer requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Skull from a Giant
[Dust] Undead Dust
[Fluid] Monster Blood
magic-items
Attack rolls made using this magic dart can score a Critical Hit on a roll of 19 or 20 on the d20.
Crafting. Creating a Champion's Dart requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Bones
[Fluid] Sap
[Hide] Plates
magic-items
Attack rolls made using this magic javelin can score a Critical Hit on a roll of 19 or 20 on the d20.
Crafting. Creating a Champion's Javelin requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Bones
[Fluid] Sap
[Hide] Plates
magic-items
Attack rolls made using this magic longsword can score a Critical Hit on a roll of 19 or 20 on the d20.
Crafting. Creating a Champion’s Longsword requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Bones
[Fluid] Sap
[Hide] Plates
magic-items
Attack rolls made using this magic weapon can score a Critical Hit on a roll of 19 or 20 on the d20.
Crafting. Creating a Champion's Weapon requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Bones
[Fluid] Sap
[Hide] Plates
magic-items
Attack rolls made using this magic flail can score a Critical Hit on a roll of 19 or 20 on the d20.
Crafting. Creating a Champion's Flail requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Bones
[Fluid] Sap
[Hide] Plates
magic-items
Attack rolls made using this magic pistol can score a Critical Hit on a roll of 19 or 20 on the d20.
Crafting. Creating a Champion’s Pistol requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Bones
[Fluid] Sap
[Hide] Plates
magic-items
Attack rolls made using this magic spear can score a Critical Hit on a roll of 19 or 20 on the d20.
Crafting. Creating a Champion's Spear requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Bones
[Fluid] Sap
[Hide] Plates
magic-items
Attack rolls made using this magic trident can score a Critical Hit on a roll of 19 or 20 on the d20.
Crafting. Creating a Champion’s Trident requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Bones
[Fluid] Sap
[Hide] Plates
monsters
":"10d6", "rollType":"damage", "rollAction":"Snap Limb", "rollDamageType":"Force"} Force damage, and the bones (or equivalent) in one of the target’s limbs (crooked man’s choice) breaks
rolls. Can’t hold anything or manipulate objects with the limb.
Broken Leg. Speed halved. If the creature takes the Dash action, it must succeed on a DC 15 Dexterity saving throw or have the
magic-items
Attack rolls made using this magic club can score a Critical Hit on a roll of 19 or 20 on the d20.
Crafting. Creating a Champion's Club requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Bones
[Fluid] Sap
[Hide] Plates
magic-items
Attack rolls made using this magic heavy crossbow can score a Critical Hit on a roll of 19 or 20 on the d20.
Crafting. Creating a Champion’s Heavy Crossbow requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Bones
[Fluid] Sap
[Hide] Plates
magic-items
Attack rolls made using this magic light crossbow can score a Critical Hit on a roll of 19 or 20 on the d20.
Crafting. Creating a Champion's Light Crossbow requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Bones
[Fluid] Sap
[Hide] Plates
magic-items
Attack rolls made using this magic maul can score a Critical Hit on a roll of 19 or 20 on the d20.
Crafting. Creating a Champion’s Maul requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Bones
[Fluid] Sap
[Hide] Plates
magic-items
Attack rolls made using this magic pike can score a Critical Hit on a roll of 19 or 20 on the d20.
Crafting. Creating a Champion’s Pike requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Bones
[Fluid] Sap
[Hide] Plates
magic-items
Attack rolls made using this magic quarterstaff can score a Critical Hit on a roll of 19 or 20 on the d20.
Crafting. Creating a Champion's Quarterstaff requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Bones
[Fluid] Sap
[Hide] Plates
magic-items
Attack rolls made using this magic shortsword can score a Critical Hit on a roll of 19 or 20 on the d20.
Crafting. Creating a Champion’s Shortsword requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Bones
[Fluid] Sap
[Hide] Plates
magic-items
Attack rolls made using this magic war pick can score a Critical Hit on a roll of 19 or 20 on the d20.
Crafting. Creating a Champion’s War Pick requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Bones
[Fluid] Sap
[Hide] Plates
magic-items
This hammer is made from giant bones and forged in undead dust. The bones are then stained with monster blood.
You gain a +1 bonus to attack and damage rolls with this magic hammer.
When you score
a Critical Hit with this hammer, the target is Dazed until the start of your next turn.
Crafting. Creating a Dazing Hammer requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Skull from a Giant
[Dust] Undead Dust
[Fluid] Monster Blood
magic-items
This maul is made from giant bones and forged in undead dust. The bones are then stained with monster blood.
You gain a +1 bonus to attack and damage rolls with this magic maul.
When you score a
Critical Hit with this maul, the target is Dazed until the start of your next turn.
Crafting. Creating a Dazing Maul requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Skull from a Giant
[Dust] Undead Dust
[Fluid] Monster Blood
Troglodyte
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
hour.
Sunlight Sensitivity. While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The troglodyte makes three
in the shallow depths of the Underdark in a constant state of war against their neighbors and one another. They mark the borders of their territories with cracked bones and skulls, or with
magic-items
Attack rolls made using this magic dagger can score a Critical Hit on a roll of 19 or 20 on the d20.
Crafting. Creating a Champion's Dagger requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Bones
[Fluid] Sap
[Hide] Plates
magic-items
Attack rolls made using this magic greataxe can score a Critical Hit on a roll of 19 or 20 on the d20.
Crafting. Creating a Champion’s Greataxe requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Bones
[Fluid] Sap
[Hide] Plates
magic-items
Attack rolls made using this magic hand crossbow can score a Critical Hit on a roll of 19 or 20 on the d20.
Crafting. Creating a Champion’s Hand Crossbow requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Bones
[Fluid] Sap
[Hide] Plates
magic-items
Attack rolls made using this magic handaxe can score a Critical Hit on a roll of 19 or 20 on the d20.
Crafting. Creating a Champion's Handaxe requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Bones
[Fluid] Sap
[Hide] Plates
magic-items
Attack rolls made using this magic mace can score a Critical Hit on a roll of 19 or 20 on the d20.
Crafting. Creating a Champion's Mace requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Bones
[Fluid] Sap
[Hide] Plates
magic-items
Attack rolls made using this magic rapier can score a Critical Hit on a roll of 19 or 20 on the d20.
Crafting. Creating a Champion’s Rapier requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Bones
[Fluid] Sap
[Hide] Plates
magic-items
Attack rolls made using this magic sling can score a Critical Hit on a roll of 19 or 20 on the d20.
Crafting. Creating a Champion's Sling requires an Uncommon Workshop and the following Uncommon Components:
[Animus] Any
[Bones] Bones
[Fluid] Sap
[Hide] Plates