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Returning 11 results for 'sling starts'.
Other Suggestions:
saving starts
song starts
Monsters
Quests from the Infinite Staircase
its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points
", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage.
Sling. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Sling"} to hit
Monsters
Mordenkainen Presents: Monsters of the Multiverse
its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points
", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage.
Sling. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Sling"} to hit
Vegepygmy
Legacy
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Monsters
Volo's Guide to Monsters
its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the vegepygmy's next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn't
":"damage","rollAction":"Claws","rollDamageType":"slashing"} slashing damage.
Sling. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Sling"} to hit, range 30/120 ft., one
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Actions
Claws. Melee
Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Actions
Claw. Melee
Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Bonus Actions
Nimble Escape. The vegepygmy takes the Disengage or Hide action.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
nearby inn hear him loud and clear, as do various special NPCs. Give each player one of the following NPCs to play during this encounter: Shalvus Martholio, shepherd and Zhentarim spy (starts at area
G8, inside the inn)
Lifferlas, awakened tree (starts at area G6, in the grove of trees)
Zi Liang, acolyte of Chauntea (starts at area G7)
Miros Xelbrin, innkeeper (starts at area G8, inside the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
vegepygmy dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Actions
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Sling
vegepygmy dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Actions
Multiattack. The vegepygmy makes two Claw attacks or two melee Spear attacks.
Claw. Melee Weapon Attack: +4 to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Actions
Claws. Melee Weapon Attack
: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Primitive Plants
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
alphabet: Snatch a scale from a sleeping wyrm;
Against the blowing wind, stand firm.
Climb a mountain with a stone in your shoe;
On little feet, death comes for you.
Be the arrow that starts the
piece of ammunition, such as a crossbow bolt or sling stone. Liv (Life). Three drops of blood from a living creature must fall into this brazier to make its fire appear.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Player’s Handbook). Any creature that enters the bonfire for the first time on a turn or starts its turn there takes 10 (3d6) fire damage. It also catches fire as it leaves the bonfire’s space, taking 3
(1d6) fire damage at the starts of each of its turns until an action is used to put out the flames engulfing it. Characters in a position to harm the verbeeg’s goats and sheep (see “Animals” below) can
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
eleven pieces of black jasper worth 10 gp each. In the pockets of a cloak hanging in one of the wardrobes are a potion of frost giant strength and ten +2 sling bullets. Third Floor As you step from the
creature that starts its turn in this area takes 11 (2d10) radiant damage. Each creature that isn’t a construct or undead regains 11 (2d10) hit points at the start of its turn. A creature that could






