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Returning 20 results for 'spells claws location'.
Monsters
Monster Manual
. The mezzoloth has Advantage on saving throws against spells and other magical effects.Multiattack. The mezzoloth makes two attacks, using Claws or Mercurial Trident in any combination.
Claws. Melee
Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Claws"}, reach 5 ft. Hit: 9 (2d4 + 4);{"diceNotation":"2d4+4", "rollType":"damage", "rollAction":"Claws", "rollDamageType
Magic Items
Dungeon Master’s Guide
This rod has the following properties.
Alertness. While holding the rod, you have Advantage on Wisdom (Perception) checks and on Initiative rolls.
Spells. While holding the rod, you can cast the
following spells from it:
Detect Evil and Good
Detect Magic
Detect Poison and Disease
See Invisibility
Protective Aura. As a Magic action, you can plant the haft end of the rod in the ground
Monsters
Monster Manual
instantly, reviving with all its Hit Points somewhere in the Nine Hells.
Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects.Multiattack. The devil makes one
Claws attack and one Tail attack, or it makes two Hurl Flame attacks.
Claws. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Claws"}, reach 5 ft. Hit: 10 (2d6 + 3
Monsters
Monster Manual
Detect Intelligence. The intellect devourer magically senses the location of any creature within 300 feet of itself that has an Intelligence score of 3 or higher, regardless of interposing
telepathy; and its Detect Intelligence trait. It otherwise adopts the target’s game statistics. It knows everything the target knew, including spells and languages.
If the host body dies, the
Monsters
Monster Manual
Legendary Resistance (3/Day). If the death knight fails a saving throw, it can choose to succeed instead.
Magic Resistance. The death knight has Advantage on saving throws against spells and other
", "rollType":"roll", "rollAction":"Undead Restoration"} days, reviving with all its Hit Points. The new body appears in a location significant to the death knight.Multiattack. The death knight makes
Spells
Player’s Handbook
Darkness doesn’t impede the spirit’s Darkvision.
Magic Resistance. The spirit has Advantage on saving throws against spells and other magical eff ects.
Actions
Multiattack. The spirit
’s level Necrotic damage.
Claws (Yugoloth Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 3 + the spell’s level Slashing damage. Immediately after the
Monsters
Monster Manual
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell’s normal casting time, and using
spells and other magical effects.
Spiteful Escape. When the hag drops to 0 Hit Points, it dies only if it is within 30 feet of its anathema (a thing the DM chooses as the hag’s most hated thing
Magic Items
Dungeon Master’s Guide
This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or
other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it
Monsters
Stranger Things: Welcome to the Hellfire Club
creature it is grappling or any creature grappling it.
Magic Resistance. The devil has Advantage on Saving Throw;Saving Throws against spells and other magical effects.Multiattack. The devil makes one
Claws attack and one Tail attack, or it makes two Hurl Flame attacks.
Claws. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Claws"}, reach 5 ft. Hit: 10 (2d6 + 3
Monsters
Eberron: Forge of the Artificer
infiltrator casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 15):
3/Day: Detect Thoughts
1/Day: Synaptic StaticDreaming
cursed in this way, it has Disadvantage on attack rolls against the infiltrator, and the infiltrator always knows its location while it and the infiltrator are on the same plane of existence. A cursed
Monsters
Forgotten Realms: Adventures in Faerûn
choose to succeed instead.
Magic Resistance. The beast has Advantage on saving throw;saving throws against spells and other magical effects.
Regeneration. The beast regains 20 Hit Points at the
turn with 0 Hit Points and doesn’t regenerate.Multiattack. The beast makes three attacks, using Bite or Claws in any combination.
Bite. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType
Monsters
Ravenloft: The Horrors Within
Detect Intelligence. The brain magically senses the location of any creature within 300 feet of itself that has an Intelligence score of 3 or higher, regardless of interposing barriers.
Magic
Resistance. The brain has Advantage on saving throws against spells and other magical effects.Multiattack. The brain makes two Disrupting Burst attacks.
Disrupting Burst. Melee or Ranged Attack Roll: +6
Monsters
Forgotten Realms: Adventures in Faerûn
restrictions caused by webs, and it knows the location of any other creature in contact with the same web.Multiattack. The aranea makes two attacks, using Bite, Slam, or Sling in any combination.
Bite
);{"diceNotation":"2d4+3", "rollType":"damage", "rollAction":"Sling", "rollDamageType":"Bludgeoning"} Bludgeoning damage.
Spellcasting. The aranea casts one of the following spells, requiring no Material
Monsters
Red Wizards’ Gambit
damage instead of 4d6.
Thayan Mercenaries. During the round of combat between Ri’all and the characters, the mercenaries at that location do not move or take actions, Bonus Actions, or
", "rollDamageType":"Necrotic"} Necrotic damage.
Spellcasting. The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14):
At Will: Speak with Dead
Monsters
Arcana Unleashed: Deadfall
. The abveku has Advantage on saving throws against spells and other magical effects.Multiattack. The abveku makes four Scything Claw attacks and uses Mesmerizing Dance if available.
Scything Claw
enemies of demon lords or powerful villains the abvekus serve.
Abvekus are bipedal, insectile demons whose arms end in scythe-like claws. They take pride in their kills and sometimes wear or otherwise
Monsters
Astarion's Book of Hungers
Magic Resistance. The vampire has Advantage on saving throws against spells and other magical effects.
Vampire Weakness. The vampire has these weaknesses:
Forbiddance. The vampire can’t enter
smaller creature, it has the Grappled condition (escape DC 16) from one of two claws.
Bite. Constitution Saving Throw: DC 16, one creature within 5 feet that is willing or that has the Grappled
Monsters
Forgotten Realms: Adventures in Faerûn
the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 15, +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction
shrines to the Dead Three and her research about lore or
Artifacts related to those gods. Only Karas’s most trusted confidantes know her hideout’s location.
Karas extends her connection to the
Monsters
Ravenloft: The Horrors Within
":"Cold"} Cold damage, and the target has the Paralyzed condition until the start of Azalin’s next turn.
Spellcasting. Azalin casts one of the following spells, requiring no spell components and
creature in Darkon casts a spell using a level 5+ spell slot, Azalin becomes aware of that creature’s name and location. A Nondetection spell blocks this effect.
If Azalin dies, these effects end immediately.Necrotic, PoisonCold, Lightning
Monsters
Ravenloft: The Horrors Within
choose to succeed instead.
Magic Resistance. Ebonbane has Advantage on saving throws against spells and other magical effects.Multiattack. Ebonbane makes three Darkflame Slash attacks. It can replace
that area, it must succeed on a DC 15 Intelligence saving throw, or it is lost in the forest, always finding itself at the location it started in until it finishes a Short or Long Rest.
Turning
Monsters
Astarion's Book of Hungers
is a Medium or smaller creature, it has the Grappled condition (escape DC 17) from one of two claws.
Bite (Imp or Vampire Form Only). Constitution Saving Throw: DC 18, one creature within 5 feet
this damage and then buried rises the following sunset as a Vampire Spawn under the vampire’s control.
Spellcasting. The vampire casts one of the following spells, using Intelligence as the