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Returning 35 results for 'beating both diffusing currents reach'.
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Adult Blue Dracolich
Legacy
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Monsters
Monster Manual (2014)
","rollType":"to hit","rollAction":"Bite"} to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7);{"diceNotation":"2d10+7","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage
hit","rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7);{"diceNotation":"2d6+7","rollType":"damage","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.
Tail. Melee
Monsters
Bigby Presents: Glory of the Giants
attacks with Stinging Dust.
Slam. Melee Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Slam"} to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4);{"diceNotation":"2d8
their bodies as living works of art. As they fly, coursing along wind currents or blowing through underground tunnels like living sandstorms, they create mesmerizing dances with their ever-shifting forms.Poison
Monsters
Bigby Presents: Glory of the Giants
Attack: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 10 ft., one target. Hit: 27 (3d12 + 8);{"diceNotation":"3d12+8", "rollType":"damage", "rollAction":"Bite
, and the aerosaur can’t Bite another target.
Talons. Melee Weapon Attack: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Talons"} to hit, reach 10 ft., one target. Hit: 24
Monsters
Quests from the Infinite Staircase
makes two Tentacle attacks or three Laser Beam attacks.
Tentacle. Melee Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Tentacle"} to hit, reach 10 ft., one target. Hit
overload if exposed to strong electrical currents. A robot has a pair of small appendages for fine motor control and object manipulation, as well as two larger appendages specialized for its role. Robots
Monsters
Infernal Machine Rebuild
;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Battleaxe"} to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5);{"diceNotation":"2d8+5","rollType":"damage","rollAction":"Battleaxe","rollDamageType
":"slashing"} slashing damage.
Morningstar. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Morningstar"} to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5);{"diceNotation
Monsters
Bigby Presents: Glory of the Giants
gigant makes one Mandibles attack and two Talons attacks.
Mandibles. Melee Weapon Attack: +13;{"diceNotation":"1d20+13", "rollType":"to hit", "rollAction":"Mandibles"} to hit, reach 10 ft., one
", "rollAction":"Talons"} to hit, reach 20 ft., one target. Hit: 17 (3d6 + 7);{"diceNotation":"3d6+7", "rollType":"damage", "rollAction":"Talons", "rollDamageType":"slashing"} slashing damage, and the target
Monsters
Quests from the Infinite Staircase
makes two Cargo Tentacle attacks.
Cargo Tentacle. Melee Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Cargo Tentacle"} to hit, reach 10 ft., one target. Hit: 9 (1d8
circuitry is prone to overload if exposed to strong electrical currents. A robot has a pair of small appendages for fine motor control and object manipulation, as well as two larger appendages
monsters
start over.Multiattack. The stormcaller makes three Lightning Lash attacks.
Lightning Lash. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Lightning Lash"}, reach
tides around, currents below, and shifting storms above the water, and can direct this power against those who threaten their people. Working together, a circle of stormcallers can bring down an
Monsters
Fizban's Treasury of Dragons
;{"diceNotation":"1d20+16","rollType":"to hit","rollAction":"Bite"} to hit, reach 15 ft., one target. Hit: 15 (1d12 + 9);{"diceNotation":"1d12+9","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing
+16","rollType":"to hit","rollAction":"Claw"} to hit, reach 15 ft., one target. Hit: 18 (2d8 + 9);{"diceNotation":"2d8+9","rollType":"damage","rollAction":"Claw","rollDamageType":"slashing"} slashing
Monsters
Mordenkainen Presents: Monsters of the Multiverse
;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Greatclub"} to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6);{"diceNotation":"1d8+6","rollType":"damage","rollAction":"Greatclub
keep their own company but occasionally consort with creatures of elemental earth such as galeb duhr. A tribe of korreds gathers weekly to perform ceremonial dances, beating out rhythms on stone with
Monsters
Keys from the Golden Vault
one use of Spellcasting.
Ashen Burst. Melee or Ranged Spell Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Ashen Burst"} to hit, reach 5 ft. or range 60 ft., one target. Hit
magic to tear out Jhaeros’s heart while keeping it alive. She then used the still-beating heart as the focus of a ritual to destroy Ghalasine.Fire
Monsters
Mythic Odysseys of Theros
hidden system of currents and arteries, a ship might reach any destination in record time, be it across the sea or along a river a hundred miles inland. Naiads do nothing to dissuade sailors from this
hit, reach 5 ft., one target. Hit: 9 (1d10 + 4);{"diceNotation":"1d10+4","rollType":"damage","rollAction":"Psychic Touch","rollDamageType":"psychic"} psychic damage.
Spellcasting. The naiad casts one
Monsters
Mythic Odysseys of Theros
casts ray of frost.
Wave Touch. Melee Spell Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Wave Touch"} to hit, reach 5 ft., one target. Hit: 22 (4d10);{"diceNotation":"4d10
":"cold"} cold damage.Triton masters of waves sculpt storms and change the tides, bending the sea to their will. Drawing forth living currents and the icy cold of the deep, these mages make the ocean their
Monsters
Candlekeep Mysteries
","rollType":"to hit","rollAction":"Bite"} to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7);{"diceNotation":"2d10+7","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage
","rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7);{"diceNotation":"2d6+7","rollType":"damage","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.
Tail. Melee
Monsters
Princes of the Apocalypse
hit","rollAction":"Slam"} to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5);{"diceNotation":"3d10+5","rollType":"damage","rollAction":"Slam","rollDamageType":"bludgeoning"} bludgeoning damage, and
, currents and tides are exceptionally strong and treacherous. Any ability checks made to safely navigate or control a vessel moving through these waters has disadvantage.
Aquatic creatures that have
Monsters
Journeys through the Radiant Citadel
makes two Flood Strike attacks.
Flood Strike. Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Flood Strike"} to hit, reach 10 ft., one target. Hit:
rivers. These spirits of nature take shape to defend their waters and interact with those who travel along their currents. From the waist up, riverines have skin the color of the waters they protect but
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"1d20+6","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2);{"diceNotation":"2d6+2","rollType":"damage","rollAction":"Bite","rollDamageType":"slashing
"} slashing damage.
Tentacles. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Tentacles"} to hit, reach 15 ft., one target. Hit: 15 (3d8 + 2);{"diceNotation":"3d8+2
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, currents, and winds called the Labyrinth Winds. These range from stiff breezes to howling gales that can rip a creature apart. Even the most skilled flying creatures must navigate these currents
carefully, flying with the winds, not against them. Mistral Reach Located near the Para-elemental Plane of Ice, the Mistral Reach is a region of frigid winds and driving snowstorms. Earth motes in the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, currents, and winds called the Labyrinth Winds. These range from stiff breezes to howling gales that can rip a creature apart. Even the most skilled flying creatures must navigate these currents
carefully, flying with the winds, not against them. Mistral Reach Located near the Para-elemental Plane of Ice, the Mistral Reach is a region of frigid winds and driving snowstorms. Earth motes in the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, currents, and winds called the Labyrinth Winds. These range from stiff breezes to howling gales that can rip a creature apart. Even the most skilled flying creatures must navigate these currents
carefully, flying with the winds, not against them. Mistral Reach Located near the Para-elemental Plane of Ice, the Mistral Reach is a region of frigid winds and driving snowstorms. Earth motes in the
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
twig dolls are bound to the charred tree, all within easy reach. A detect magic spell reveals an aura of transmutation magic emanating from the tree and the ground in a 60-foot radius around it. Close
examination of a twig doll reveals something wrapped inside it. By breaking a doll apart, characters can see that it contains a still-beating pig’s heart. Any damage to a heart kills it and causes
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
twig dolls are bound to the charred tree, all within easy reach. A detect magic spell reveals an aura of transmutation magic emanating from the tree and the ground in a 60-foot radius around it. Close
examination of a twig doll reveals something wrapped inside it. By breaking a doll apart, characters can see that it contains a still-beating pig’s heart. Any damage to a heart kills it and causes
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
twig dolls are bound to the charred tree, all within easy reach. A detect magic spell reveals an aura of transmutation magic emanating from the tree and the ground in a 60-foot radius around it. Close
examination of a twig doll reveals something wrapped inside it. By breaking a doll apart, characters can see that it contains a still-beating pig’s heart. Any damage to a heart kills it and causes
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
). Rain and snow fall only in the part of the plane nearest to the Plane of Water. Most of the Plane of Air is a complex web of air streams, currents, and winds called the Labyrinth Winds. These range from
stiff breezes to howling gales that can rip a creature apart. Even the most skilled flying creatures must navigate these currents carefully, flying with the winds, not against them. Here and there
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
). Rain and snow fall only in the part of the plane nearest to the Plane of Water. Most of the Plane of Air is a complex web of air streams, currents, and winds called the Labyrinth Winds. These range from
stiff breezes to howling gales that can rip a creature apart. Even the most skilled flying creatures must navigate these currents carefully, flying with the winds, not against them. Here and there
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
danger. A cockatrice flies into the face of any threat, squawking and madly beating its wings as its head darts out to peck. The smallest scratch from a cockatrice’s beak can spell doom as its victim
Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
danger. A cockatrice flies into the face of any threat, squawking and madly beating its wings as its head darts out to peck. The smallest scratch from a cockatrice’s beak can spell doom as its victim
Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
danger. A cockatrice flies into the face of any threat, squawking and madly beating its wings as its head darts out to peck. The smallest scratch from a cockatrice’s beak can spell doom as its victim
Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
). Rain and snow fall only in the part of the plane nearest to the Plane of Water. Most of the Plane of Air is a complex web of air streams, currents, and winds called the Labyrinth Winds. These range from
stiff breezes to howling gales that can rip a creature apart. Even the most skilled flying creatures must navigate these currents carefully, flying with the winds, not against them. Here and there
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dragon turtle’s choice. On a success, the creature is moved 10 feet instead. Entangling Kelp. Strands of spectral kelp reach out to ensnare creatures in a 20-foot-radius sphere centered on a point in
its presence, creating one or more of the following effects: Diverting Currents. Underwater currents push unwanted visitors away from the lair. While swimming in these currents, each foot of movement
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dragon turtle’s choice. On a success, the creature is moved 10 feet instead. Entangling Kelp. Strands of spectral kelp reach out to ensnare creatures in a 20-foot-radius sphere centered on a point in
its presence, creating one or more of the following effects: Diverting Currents. Underwater currents push unwanted visitors away from the lair. While swimming in these currents, each foot of movement
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dragon turtle’s choice. On a success, the creature is moved 10 feet instead. Entangling Kelp. Strands of spectral kelp reach out to ensnare creatures in a 20-foot-radius sphere centered on a point in
its presence, creating one or more of the following effects: Diverting Currents. Underwater currents push unwanted visitors away from the lair. While swimming in these currents, each foot of movement
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
currents. From the waist up, riverines have skin the color of the waters they protect but are otherwise humanlike in appearance. From the waist down, they can manifest either humanlike legs or churning
Multiattack. The riverine makes two Flood Strike attacks.
Flood Strike. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 10 (3d6) cold damage
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
currents. From the waist up, riverines have skin the color of the waters they protect but are otherwise humanlike in appearance. From the waist down, they can manifest either humanlike legs or churning
Multiattack. The riverine makes two Flood Strike attacks.
Flood Strike. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 10 (3d6) cold damage
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
their ancestors’ passion for artistry, but instead of carving stone, they view their bodies as living works of art. As they fly, coursing along wind currents or blowing through underground tunnels
attacks with Stinging Dust.
Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Stinging Dust. One creature of the dust hulk’s choice inside its






