Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'badly both diffusing compound reach'.
Other Suggestions:
body both diffusing composed race
body both diffusing compound race
beady both diffusing compound race
body both diffusing compound reach
badly both diffusing composed race
Monsters
Storm King's Thunder
Bearhug. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bearhug"} to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType":"damage
Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Club"} to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType":"damage","rollAction":"Club
Monsters
The Wild Beyond the Witchlight
doll doesn’t require air, food, drink, or sleep.Grabby Hands. Melee Weapon Attack: +2;{"diceNotation":"1d20+2", "rollType":"to hit", "rollAction":"Grabby Hands"} to hit, reach 5 ft., one creature
living doll is a mean spirit that encourages those around it to behave badly toward others. The doll takes pleasure in tormenting the guilt-ridden and despondent, hastening their descent into depression
Monsters
Spelljammer: Adventures in Space
":"Mandibles"} to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3);{"diceNotation":"2d6+3","rollType":"damage","rollAction":"Mandibles","rollDamageType":"slashing"} slashing damage, and the target is
speech of other creatures.
A gaj’s head is a spongy globe about 2 feet in diameter, with three feathery antennae protruding from the top. Spaced around the head are six compound eyes, and six
Monsters
Mordenkainen's Fiendish Folio Volume 1
attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Barbed Tail"} to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType":"damage","rollAction":"Barbed
combination of panic, sensory overload, and confusion that leaves creatures reeling. Despite their evil nature, screaming devilkins rarely attack to kill. They much prefer to leave their victims badly
monsters
", "rollType":"to hit", "rollAction":"Chitinous Claw"}, reach 5 ft. Hit: 18 (2d10 + 7);{"diceNotation":"2d10+7", "rollType":"damage", "rollAction":"Chitinous Claw", "rollDamageType":"Slashing"} Slashing damage
; below).
Swarming Tyrant. Beasts that live within a mile of the passage undergo physical transformation, developing insect characteristics such as compound eyes, extra limbs, chitinous plating, and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. It can take one of the following forms: A small cave, roughly 20 feet square, with one or more gated or barricaded exits A walled compound, up to 20 feet square, within a much larger cavern A island with boats or rafts A hard-to-reach ledge, pinnacle, or promontory accessed by ladders and/or ropes
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. It can take one of the following forms: A small cave, roughly 20 feet square, with one or more gated or barricaded exits A walled compound, up to 20 feet square, within a much larger cavern A island with boats or rafts A hard-to-reach ledge, pinnacle, or promontory accessed by ladders and/or ropes
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. It can take one of the following forms: A small cave, roughly 20 feet square, with one or more gated or barricaded exits A walled compound, up to 20 feet square, within a much larger cavern A island with boats or rafts A hard-to-reach ledge, pinnacle, or promontory accessed by ladders and/or ropes
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
1. Spiral Staircase The staircase is badly rusted but appears to be sturdy. The air inside the passageway is warm, humid, and rather foul. You reach the bottom of the stairs with a splash—the floor
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
1. Spiral Staircase The staircase is badly rusted but appears to be sturdy. The air inside the passageway is warm, humid, and rather foul. You reach the bottom of the stairs with a splash—the floor
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
1. Spiral Staircase The staircase is badly rusted but appears to be sturdy. The air inside the passageway is warm, humid, and rather foul. You reach the bottom of the stairs with a splash—the floor
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Flight to Steel Springs Assuming the characters head to Steel Springs, they arrive as Kalaman’s forces engage the Dragon Army. However, Kalaman received faulty intelligence, and its troops are badly
, continue with the following section. WARRIORS OF KRYNN: SCENARIO 4
The characters reach the battlefield as the conflict turns against Kalaman’s forces. Read the introduction to scenario 4 in Dragonlance
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Flight to Steel Springs Assuming the characters head to Steel Springs, they arrive as Kalaman’s forces engage the Dragon Army. However, Kalaman received faulty intelligence, and its troops are badly
, continue with the following section. WARRIORS OF KRYNN: SCENARIO 4
The characters reach the battlefield as the conflict turns against Kalaman’s forces. Read the introduction to scenario 4 in Dragonlance
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Flight to Steel Springs Assuming the characters head to Steel Springs, they arrive as Kalaman’s forces engage the Dragon Army. However, Kalaman received faulty intelligence, and its troops are badly
, continue with the following section. WARRIORS OF KRYNN: SCENARIO 4
The characters reach the battlefield as the conflict turns against Kalaman’s forces. Read the introduction to scenario 4 in Dragonlance
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
understand the speech of other creatures. A gaj’s head is a spongy globe about 2 feet in diameter, with three feathery antennae protruding from the top. Spaced around the head are six compound eyes, and
-Probing Antennae or Paralyze (if available).
Mandibles. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage, and the target is grappled (escape DC 11). Until the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
understand the speech of other creatures. A gaj’s head is a spongy globe about 2 feet in diameter, with three feathery antennae protruding from the top. Spaced around the head are six compound eyes, and
-Probing Antennae or Paralyze (if available).
Mandibles. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage, and the target is grappled (escape DC 11). Until the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
understand the speech of other creatures. A gaj’s head is a spongy globe about 2 feet in diameter, with three feathery antennae protruding from the top. Spaced around the head are six compound eyes, and
-Probing Antennae or Paralyze (if available).
Mandibles. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage, and the target is grappled (escape DC 11). Until the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. Channel Divinity: Preserve Life Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a
weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Living Doll A living doll is easily mistaken for an inanimate doll or a stuffed animal until it moves. Trapped within each living doll is a mean spirit that encourages those around it to behave badly
and doesn’t regenerate.
Unusual Nature. The doll doesn’t require air, food, drink, or sleep.
Actions
Grabby Hands. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: The target is
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Living Doll A living doll is easily mistaken for an inanimate doll or a stuffed animal until it moves. Trapped within each living doll is a mean spirit that encourages those around it to behave badly
and doesn’t regenerate.
Unusual Nature. The doll doesn’t require air, food, drink, or sleep.
Actions
Grabby Hands. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: The target is
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
. The floor above is badly rotted and large portions have collapsed. Through the gaping holes in the second floor, you can see that the third floor is still in good condition. But to reach the stone
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Living Doll A living doll is easily mistaken for an inanimate doll or a stuffed animal until it moves. Trapped within each living doll is a mean spirit that encourages those around it to behave badly
and doesn’t regenerate.
Unusual Nature. The doll doesn’t require air, food, drink, or sleep.
Actions
Grabby Hands. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: The target is
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
. The floor above is badly rotted and large portions have collapsed. Through the gaping holes in the second floor, you can see that the third floor is still in good condition. But to reach the stone
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
spell’s level. Channel Divinity: Preserve Life Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that
you reach 14th level, the extra damage increases to 2d8. Supreme Healing Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
spell’s level. Channel Divinity: Preserve Life Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that
you reach 14th level, the extra damage increases to 2d8. Supreme Healing Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
. The floor above is badly rotted and large portions have collapsed. Through the gaping holes in the second floor, you can see that the third floor is still in good condition. But to reach the stone
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. The floor above is badly rotted and large portions have collapsed. Through the gaping holes in the second floor, you can see that the third floor is still in good condition. But to reach the stone
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. The floor above is badly rotted and large portions have collapsed. Through the gaping holes in the second floor, you can see that the third floor is still in good condition. But to reach the stone
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. Channel Divinity: Preserve Life Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a
weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
spell’s level. Channel Divinity: Preserve Life Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that
you reach 14th level, the extra damage increases to 2d8. Supreme Healing Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. Channel Divinity: Preserve Life Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a
weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. The floor above is badly rotted and large portions have collapsed. Through the gaping holes in the second floor, you can see that the third floor is still in good condition. But to reach the stone
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
two ogres, four bugbears, and ten goblins per gang. The Moon Biters gang reaches the animal pens (area G5) at the same time that the Eye Stabbers reach the town (area G6). The Hill Howlers get lost in
realize something is amiss and reach the bell in the dead of night.) The ringing bell can be heard for miles and puts all of Goldenfields’ defenses on alert. The bell panics any ogres, bugbears, and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
two ogres, four bugbears, and ten goblins per gang. The Moon Biters gang reaches the animal pens (area G5) at the same time that the Eye Stabbers reach the town (area G6). The Hill Howlers get lost in
realize something is amiss and reach the bell in the dead of night.) The ringing bell can be heard for miles and puts all of Goldenfields’ defenses on alert. The bell panics any ogres, bugbears, and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
two ogres, four bugbears, and ten goblins per gang. The Moon Biters gang reaches the animal pens (area G5) at the same time that the Eye Stabbers reach the town (area G6). The Hill Howlers get lost in
realize something is amiss and reach the bell in the dead of night.) The ringing bell can be heard for miles and puts all of Goldenfields’ defenses on alert. The bell panics any ogres, bugbears, and






