5e stat blocks

Swarm. Armor Class 15 (natural armor) Hit Points 5 5 ([1d8+1]) Speed 30 ft., fly 30 ft. STR 10 . One target. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

The vampire has the following flaws:Forbiddance. The solar regains spent legendary actions at the start of its turn. When it drops to 0 hit points outside its resting place, the vampire 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. No effect on undead or constructs.

Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. These effects last for 1 minute.

The solar’s spellcasting ability is Charisma (spell save DC 25).

Melee Weapon Attack: +15 to hit, reach 15 ft., one target. . Cold Breath (Recharge 5–6). Senses darkvision 60 ft., passive Perception 8.

Action to cast, 120 ft, concentration up to 10 minutes. @BethDamis @SRMacFarland @Erik_Nowak @wavester71 #politics #election. Claw. One target. The dragon exhales paralyzing gas in a 90-foot cone. Sunlight Sensitivity: While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Action to cast, 60 ft. instantaneous.

Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. Bite. Whirlwind (Recharge 4–6). Beak. Higher level slot +1d6 damage per level. The dragon can use its Frightful Presence. I think it’s a holdover from the Mephit blocks just before the flayers. Magic Resistance. Bites. Hit: 2d8 of damage (+1d8 for each higher level slot) and if fail a Con save, poisoned until the end of caster’s next turn. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. Con save or 2d10 psychic damage and disadvantage on attack rolls and ability checks until end of next action. Magic Weapons.

Action to cast, 30 ft, 1 week. One target is invisible. Action to cast, 150 ft., instantaneous. Harmed by Running Water. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. And so, here is the complete set of one-stop stat blocks for 5e: Edited 10/31/2015: Added appendix showing all changes I made to stat blocks. A site about all things bound up within me.

Confusion Ray. Hit: 6 (1d6 + 3) piercing damage. Action to cast, touch, 1 minute. Keen Smell. An awakened shrub is an ordinary shrub given sentience and mobility by the awaken spell or similar magic. 20 ft sphere. Please enable JavaScript to get the best experience from this site. Caves with volcanic or geothermal activity are the most highly prized red dragon lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a dragon as it sleeps. To maximize the number of people that might find these useful, I didn’t want to create too much change too quickly. The sahuagin makes two melee attacks: one with its bite and one with its claws or spear. Amphibious. Fire Breath. Regeneration. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. The fungus makes 1d4 Rotting Touch attacks. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’s control. Heart Sight. Mucous Cloud. Languages one language known by its creator. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success.

When spell ends, target takes 2d10 psychic damage. Action to cast, 30 ft, concentration up to 1 minute. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. The dragon uses one of the following breath weapons. Hit: 6 (2d4 + 1) bludgeoning damage. INT. Sanctuary (1st). Magic Weapons. Swarm. Thanks! Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. Damage Vulnerabilities. ©2020 Wizards. Roar (3/Day). It does so after it drains 10 hit points of blood from the target or the target dies. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. The shield guardian is magically bound to an amulet. The giant’s innate spellcasting ability is Charisma (spell save DC 17). Hit: 13 (2d6 + 6) slashing damage. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage. Dungeons & Dragons, D&D, their respective logos, and all Wizards titles and characters are property of Wizards of the Coast LLC in the U.S.A. and other countries. Wis save or frightened for duration and must use Dash action to flee caster. Paralyzing Breath. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Magic Circle (3rd). A creature that tries to attack the warded target must succeed on a Wis save or else choose a new target (or lose the attack). The dragon exhales repulsion energy in a 30-foot cone.

Unless the target is surprised or the revelation of the hag’s true form is sudden, the target can avert its eyes and avoid making the initial saving throw. The swarm can’t regain hit points or gain temporary hit points. 30 November 2019 While reading through some of my older Forgotten Realms adventures recently, I marvelled at the stat blocks that were included, especially when compared to the 5th Edition versions. The dragon beats its wings.

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