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Dungeons and Dragons (D&D) Fifth Edition (5e) Monster - Sahuagin - Across fog-shrouded coasts or endless ocean swells, an ominous drone sounded on a con... Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.
The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy. Actions. Multiattack. The sahuagin makes two melee attacks: one with its bite and one with its claws or spear. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Claws.
Is a character muscle-bound and insightful? Brilliant and charming? Nimble and hardy? Ability scores define these qualities—a creature’s assets as well as weaknesses. The three main rolls of the game—the ability check, the saving throw, and the attack roll—rely on the six ability scores.
Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. Environment: Coastal, Underwater. Source: MM'14, page 263.
Each of a creature’s abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creature’s training and competence in activities related to that ability.
Ability scores define these qualities--a creature's assets as well as weaknesses. The three main rolls of the game--the ability check, the saving throw, and the attack roll--rely on the six ability scores.
Is a character muscle-bound and insightful? Brilliant and charming? Nimble and hardy? Ability scores define these qualities--a creature's assets as well as weaknesses. The three main rolls of the game -- the ability check, the saving throw, and the attack roll -- rely on the six ability scores.