Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'some monster'.
Other Suggestions:
Some monsters are missing.
some master
some monsters
Monsters
Monster Manual
Iron Scent. The rust monster can pinpoint the location of ferrous metal within 30 feet of itself.Multiattack. The rust monster makes one Bite attack and uses Antennae twice.
Bite. Melee Attack Roll
"} Piercing damage.
Antennae. The rust monster targets one nonmagical metal object—armor or a weapon—worn or carried by a creature within 5 feet of itself. Dexterity Saving Throw: DC 11, the
Monsters
Tomb of Annihilation
Multiattack. The su-monster makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Bite"} to hit, reach
damage, or 12 (4d4 + 2);{"diceNotation":"4d4+2","rollType":"damage","rollAction":"Claws","rollDamageType":"slashing"} slashing damage if the su-monster is hanging by its tail and all four of its limbs
Rust Monster
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Iron Scent. The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it.
Rust Metal. Any nonmagical weapon made of metal that hits the rust monster corrodes. After
rust monster is destroyed after dealing damage.Bite. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1
Spells
Player’s Handbook
One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it
Spells
Player’s Handbook
One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the
Spells
Player’s Handbook
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats
Charm Monster
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Xanathar's Guide to Everything
You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it
Classes
Xanathar's Guide to Everything
You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in
supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.
Monster Slayer Features
Ranger Level
Feature
3rd
Monster
Hold Monster
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns
Equipment
Includes a chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and 3 torches
Dominate Monster
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are
Equipment
The toolkit provides everything characters need to extract animus and preserve any creature parts. This kit contains skinning knives, a cleaver, syringes, a hammer, scissors, scalpels, a bone saw
Classes
Xanathar's Guide to Everything
You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in
supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.
Monster Slayer Features
Ranger Level
Feature
3rd
Monster
magic-items
Concentration. Additionally, the spell lasts for one minute or until the target dies or you cast Hunter's Mark again using either the weapon or otherwise.
Monster Hunter's Weapon Rarities
Rarity
Bonus
Rare
+1
Very Rare
+2
Legendary
+3
Crafting. Creating a Monster Hunter's Weapon requires a Workshop and the following Components of rarity equal to the item's rarity:
[Animus] Any Animus
[Fluid] Sap
[Hair] Hair from a Fey
[Hair] Leaves
[Hide] Bark
magic-items
lasts for one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Battleaxe, +1 requires a Rare
magic-items
lasts for one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Blowgun, +1 requires a Rare Workshop
magic-items
lasts for one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Blowgun, +3 requires a Legendary
magic-items
for one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Dart, +1 requires a Rare Workshop and the
magic-items
one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Flail, +2 requires a Very Rare Workshop
magic-items
for one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Glaive, +2 requires a Very Rare
magic-items
lasts for one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Greataxe, +2 requires a Very Rare
magic-items
spell lasts for one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Greatclub, +2 requires a Very
magic-items
spell lasts for one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Greatsword, +3 requires a
magic-items
one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Lance, +1 requires a Rare Workshop and the
magic-items
one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Mace, +3 requires a Legendary Workshop and
magic-items
, the spell lasts for one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Morningstar, +1 requires
magic-items
spell lasts for one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Shortsword, +1 requires a
magic-items
for one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Sickle, +1 requires a Rare Workshop and
magic-items
one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Sling, +2 requires a Very Rare Workshop
magic-items
one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Sling, +3 requires a Legendary Workshop
magic-items
one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Spear, +1 requires a Rare Workshop and the
magic-items
spell lasts for one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s battleaxe, +3 requires a
magic-items
or until the target dies or you cast Hunter's Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Club, +1 requires a Rare Workshop and the following Rare Components:
[Animus] Any Animus
[Fluid] Sap
[Hair] Hair from a Fey
[Hair] Leaves
[Hide] Bark
magic-items
one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Dart, +2 requires a Very Rare Workshop and
magic-items
for one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Glaive, +3 requires a Legendary