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Returning 35 results for 'balors being diffusing continuous reach'.
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Monsters
Strixhaven: A Curriculum of Chaos
Multiattack. The professor makes three Cinder Strike attacks.
Cinder Strike. Melee Spell Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Cinder Strike"} to hit, reach 15 ft
will: minor illusion
2/day each: fog cloud, gust of wind, mage armorProfessors of expression embody the flare of Prismari magic. Using continuous motion, fluid grace, and interweaving steps, these
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Balor Demon of Overwhelming Rage Habitat: Planar (Abyss); Treasure: Armaments Sidharth Chaturvedi Balors embody demons’ ruinous fury and hatred. Towering, winged terrors, these demonic warlords
demise, at which point it explodes—a last act of vengeance against those who slew it. Demon lords and evil gods harness balors’ rage by making balors commanders of armies or guardians of grave secrets
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Balor Demon of Overwhelming Rage Habitat: Planar (Abyss); Treasure: Armaments Sidharth Chaturvedi Balors embody demons’ ruinous fury and hatred. Towering, winged terrors, these demonic warlords
demise, at which point it explodes—a last act of vengeance against those who slew it. Demon lords and evil gods harness balors’ rage by making balors commanders of armies or guardians of grave secrets
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Balor Demon of Overwhelming Rage Habitat: Planar (Abyss); Treasure: Armaments Sidharth Chaturvedi Balors embody demons’ ruinous fury and hatred. Towering, winged terrors, these demonic warlords
demise, at which point it explodes—a last act of vengeance against those who slew it. Demon lords and evil gods harness balors’ rage by making balors commanders of armies or guardians of grave secrets
Orcus
Legacy
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Monsters
Out of the Abyss
":"to hit","rollAction":"Wand of Orcus"} to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8);{"diceNotation":"3d8+8","rollType":"damage","rollAction":"Wand of Orcus","rollDamageType":"bludgeoning
+16","rollType":"to hit","rollAction":"Tail"} to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8);{"diceNotation":"3d8+8","rollType":"damage","rollAction":"Tail","rollDamageType":"piercing"} piercing
Monsters
Mordenkainen Presents: Monsters of the Multiverse
attacks.
Wand of Orcus. Melee Weapon Attack: +19;{"diceNotation":"1d20+19", "rollType":"to hit", "rollAction":"Wand of Orcus"} to hit, reach 10 ft., one target. Hit: 24 (3d8 + 11);{"diceNotation":"3d8+11
", "rollDamageType":"necrotic"} necrotic damage.
Tail. Melee Weapon Attack: +16;{"diceNotation":"1d20+16", "rollType":"to hit", "rollAction":"Tail"} to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8
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
is submerged beneath a foot of water!
The spiral staircase descends about 100 feet before ending in area 1. Sensitive characters will feel it thrumming to a continuous low vibration (this vibration
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
is submerged beneath a foot of water!
The spiral staircase descends about 100 feet before ending in area 1. Sensitive characters will feel it thrumming to a continuous low vibration (this vibration
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
is submerged beneath a foot of water!
The spiral staircase descends about 100 feet before ending in area 1. Sensitive characters will feel it thrumming to a continuous low vibration (this vibration
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Balor Figures of ancient and terrible evil, balors rule as generals over demonic armies, yearning to seize power while destroying any creatures that oppose them. Wielding a flaming whip and a
are magical.
Actions
Multiattack. The balor makes two attacks: one with its longsword and one with its whip.
Longsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Balor Figures of ancient and terrible evil, balors rule as generals over demonic armies, yearning to seize power while destroying any creatures that oppose them. Wielding a flaming whip and a
are magical.
Actions
Multiattack. The balor makes two attacks: one with its longsword and one with its whip.
Longsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Balor Figures of ancient and terrible evil, balors rule as generals over demonic armies, yearning to seize power while destroying any creatures that oppose them. Wielding a flaming whip and a
are magical.
Actions
Multiattack. The balor makes two attacks: one with its longsword and one with its whip.
Longsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
engaged in continuous battles with one another. Lair Actions On initiative count 20 (losing initiative ties), Orcus can take a lair action to cause one of the following effects; he can’t use the same
aware that the individual is in the lair. Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
engaged in continuous battles with one another. Lair Actions On initiative count 20 (losing initiative ties), Orcus can take a lair action to cause one of the following effects; he can’t use the same
aware that the individual is in the lair. Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
engaged in continuous battles with one another. Lair Actions On initiative count 20 (losing initiative ties), Orcus can take a lair action to cause one of the following effects; he can’t use the same
aware that the individual is in the lair. Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
engaged in continuous battles with one another. Lair Actions On initiative count 20 (losing initiative ties), Orcus can take a lair action to cause one of the following effects; he can’t use the same
aware that the individual is in the lair. Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
engaged in continuous battles with one another. Lair Actions On initiative count 20 (losing initiative ties), Orcus can take a lair action to cause one of the following effects; he can’t use the same
aware that the individual is in the lair. Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
engaged in continuous battles with one another. Lair Actions On initiative count 20 (losing initiative ties), Orcus can take a lair action to cause one of the following effects; he can’t use the same
aware that the individual is in the lair. Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
the gate’s profiteering intermediaries work hard to maintain. Most merchants find it easier to sell their loads to those intermediaries and consignment dealers when they reach Baldur’s Gate, buy a
new load of exotic goods from somewhere far away, and turn around and head back home, where they can again sell the new goods at a profit. Along with wagons, guards seldom make a continuous journey
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
the gate’s profiteering intermediaries work hard to maintain. Most merchants find it easier to sell their loads to those intermediaries and consignment dealers when they reach Baldur’s Gate, buy a
new load of exotic goods from somewhere far away, and turn around and head back home, where they can again sell the new goods at a profit. Along with wagons, guards seldom make a continuous journey
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the gate’s profiteering intermediaries work hard to maintain. Most merchants find it easier to sell their loads to those intermediaries and consignment dealers when they reach Baldur’s Gate, buy a new
load of exotic goods from somewhere far away, and turn around and head back home, where they can again sell the new goods at a profit. Along with wagons, guards seldom make a continuous journey
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a continuous stream of ooze into the pool and appears to be its source (see “Orb of Ooze” below).
Rock Formations. The cavern’s ceiling is dotted with stalactites, and the ooze flows around a few
use an action to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check, freeing itself on a success. Another creature outside the orb can use an action to attempt the check if its within reach of the restrained creature; on a successful check, the creature is freed from the orb.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the gate’s profiteering intermediaries work hard to maintain. Most merchants find it easier to sell their loads to those intermediaries and consignment dealers when they reach Baldur’s Gate, buy a new
load of exotic goods from somewhere far away, and turn around and head back home, where they can again sell the new goods at a profit. Along with wagons, guards seldom make a continuous journey
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a continuous stream of ooze into the pool and appears to be its source (see “Orb of Ooze” below).
Rock Formations. The cavern’s ceiling is dotted with stalactites, and the ooze flows around a few
use an action to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check, freeing itself on a success. Another creature outside the orb can use an action to attempt the check if its within reach of the restrained creature; on a successful check, the creature is freed from the orb.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a continuous stream of ooze into the pool and appears to be its source (see “Orb of Ooze” below).
Rock Formations. The cavern’s ceiling is dotted with stalactites, and the ooze flows around a few
use an action to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check, freeing itself on a success. Another creature outside the orb can use an action to attempt the check if its within reach of the restrained creature; on a successful check, the creature is freed from the orb.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
the gate’s profiteering intermediaries work hard to maintain. Most merchants find it easier to sell their loads to those intermediaries and consignment dealers when they reach Baldur’s Gate, buy a
new load of exotic goods from somewhere far away, and turn around and head back home, where they can again sell the new goods at a profit. Along with wagons, guards seldom make a continuous journey
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the gate’s profiteering intermediaries work hard to maintain. Most merchants find it easier to sell their loads to those intermediaries and consignment dealers when they reach Baldur’s Gate, buy a new
load of exotic goods from somewhere far away, and turn around and head back home, where they can again sell the new goods at a profit. Along with wagons, guards seldom make a continuous journey
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, then unleashed to spread death in Orcus’s name. Orcus created the first bodaks in the Abyss from seven devotees, called the Hierophants of Annihilation. These figures, as mighty as balors, have free
Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 9 (2d8) necrotic damage.
Withering Gaze. One creature that the bodak can see within 60 feet of it must make a DC
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, then unleashed to spread death in Orcus’s name. Orcus created the first bodaks in the Abyss from seven devotees, called the Hierophants of Annihilation. These figures, as mighty as balors, have free
Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 9 (2d8) necrotic damage.
Withering Gaze. One creature that the bodak can see within 60 feet of it must make a DC
Monsters
Fizban's Treasury of Dragons
makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7
", "rollDamageType":"psychic"} psychic damage.
Claw. Melee Weapon Attack: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, then unleashed to spread death in Orcus’s name. Orcus created the first bodaks in the Abyss from seven devotees, called the Hierophants of Annihilation. These figures, as mighty as balors, have free
Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 9 (2d8) necrotic damage.
Withering Gaze. One creature that the bodak can see within 60 feet of it must make a DC
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 24 (3d8 + 11) bludgeoning damage plus 13 (2d12) necrotic damage.
Tail. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 21 (3d8
central castle of bone has interior walls of flesh and carpets made of woven hair. The city contains wandering Undead, many of which are engaged in continuous battles with one another. Lair Actions On
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 24 (3d8 + 11) bludgeoning damage plus 13 (2d12) necrotic damage.
Tail. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 21 (3d8
central castle of bone has interior walls of flesh and carpets made of woven hair. The city contains wandering Undead, many of which are engaged in continuous battles with one another. Lair Actions On
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 24 (3d8 + 11) bludgeoning damage plus 13 (2d12) necrotic damage.
Tail. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 21 (3d8
central castle of bone has interior walls of flesh and carpets made of woven hair. The city contains wandering Undead, many of which are engaged in continuous battles with one another. Lair Actions On
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. What one sees reflected in that starry void is the sudden, terrifying realization of one’s own mortality. Spellcasters have cause to fear the eye more than others, since it emits a continuous
with its bite and two with its claws.
Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 36 (5d10 + 9) piercing damage. If the target is a creature of Huge size or smaller and this






