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Returning 35 results for 'been buffeted diffusing consist reach'.
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Monsters
Stranger Things: Welcome to the Hellfire Club
. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Beard"}, reach 5 ft. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction":"Beard
Glaive. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Infernal Glaive"}, reach 10 ft. Hit: 8 (1d10 + 3);{"diceNotation":"1d10+3", "rollType":"damage", "rollAction
Earth Elemental
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
double damage to objects and structures.Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Slam"} to hit, reach
hill, club-like arms of jagged stone swinging at its sides. Its head and body consist of dirt and stone, occasionally set with chunks of metal, gems, and bright minerals.PoisonBludgeoning, Piercing, and Slashing from Nonmagical AttacksThunder
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
. The change in climate is very stark; the portal and a nearby lodge are buffeted by chill winds, and the surrounding countryside is heavily forested. The portal is one of several that predate the Cult of
the lodge. They might also bargain and make a deal with Talis, striking against those who oppose her ascension. If they do the latter, she helps the party reach the nearby village of Parnast and aboard
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
of lucky finds and major successes. (A rival group at these levels might consist of an Assassin, a Gladiator, a Mage, and a Performer Maestro.) Levels 11–16. As the adventurers reach high levels, the
consist of a Berserker or Bandit Captain, a Mage Apprentice, a Priest, and a Spy.) Levels 5–10. In later adventures, the characters encounter their rivals in the field. Seeing the adventurers’ growing
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
of lucky finds and major successes. (A rival group at these levels might consist of an Assassin, a Gladiator, a Mage, and a Performer Maestro.) Levels 11–16. As the adventurers reach high levels, the
consist of a Berserker or Bandit Captain, a Mage Apprentice, a Priest, and a Spy.) Levels 5–10. In later adventures, the characters encounter their rivals in the field. Seeing the adventurers’ growing
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. The change in climate is very stark; the portal and a nearby lodge are buffeted by chill winds, and the surrounding countryside is heavily forested. The portal is one of several that predate the Cult of
the lodge. They might also bargain and make a deal with Talis, striking against those who oppose her ascension. If they do the latter, she helps the party reach the nearby village of Parnast and aboard
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. The change in climate is very stark; the portal and a nearby lodge are buffeted by chill winds, and the surrounding countryside is heavily forested. The portal is one of several that predate the Cult of
the lodge. They might also bargain and make a deal with Talis, striking against those who oppose her ascension. If they do the latter, she helps the party reach the nearby village of Parnast and aboard
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
of lucky finds and major successes. (A rival group at these levels might consist of an Assassin, a Gladiator, a Mage, and a Performer Maestro.) Levels 11–16. As the adventurers reach high levels, the
consist of a Berserker or Bandit Captain, a Mage Apprentice, a Priest, and a Spy.) Levels 5–10. In later adventures, the characters encounter their rivals in the field. Seeing the adventurers’ growing
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
. The change in climate is very stark; the portal and a nearby lodge are buffeted by chill winds, and the surrounding countryside is heavily forested. The portal is one of several that predate the Cult of
the lodge. They might also bargain and make a deal with Talis, striking against those who oppose her ascension. If they do the latter, she helps the party reach the nearby village of Parnast and aboard
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
. The change in climate is very stark; the portal and a nearby lodge are buffeted by chill winds, and the surrounding countryside is heavily forested. The portal is one of several that predate the Cult of
the lodge. They might also bargain and make a deal with Talis, striking against those who oppose her ascension. If they do the latter, she helps the party reach the nearby village of Parnast and aboard
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. The change in climate is very stark; the portal and a nearby lodge are buffeted by chill winds, and the surrounding countryside is heavily forested. The portal is one of several that predate the Cult of
the lodge. They might also bargain and make a deal with Talis, striking against those who oppose her ascension. If they do the latter, she helps the party reach the nearby village of Parnast and aboard
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Earth Elemental An earth elemental plods forward like a walking hill, club-like arms of jagged stone swinging at its sides. Its head and body consist of dirt and stone, occasionally set with chunks
disturb the material it moves through.
Siege Monster. The elemental deals double damage to objects and structures.
Actions
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Earth Elemental An earth elemental plods forward like a walking hill, club-like arms of jagged stone swinging at its sides. Its head and body consist of dirt and stone, occasionally set with chunks
disturb the material it moves through.
Siege Monster. The elemental deals double damage to objects and structures.
Actions
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Earth Elemental An earth elemental plods forward like a walking hill, club-like arms of jagged stone swinging at its sides. Its head and body consist of dirt and stone, occasionally set with chunks
disturb the material it moves through.
Siege Monster. The elemental deals double damage to objects and structures.
Actions
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Adult Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Fizban's Treasury of Dragons
;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5);{"diceNotation":"2d10+5", "rollType":"damage", "rollAction":"Bite
":"1d20+9", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5);{"diceNotation":"1d6+5", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"slashing
Ancient Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Fizban's Treasury of Dragons
;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6);{"diceNotation":"2d10+6", "rollType":"damage", "rollAction":"Bite
;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6);{"diceNotation":"2d6+6", "rollType":"damage", "rollAction":"Claw", "rollDamageType
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Tales from the Yawning Portal The adventures in this book consist of classic dungeons, which you can use to expand the possibilities for adventuring in the Dreadwood and the Hool Marshes. The Sunless
adventure to represent a hidden stronghold of Iuz tucked away in the Dreadwood. Perhaps Iuz is seeking to extend his reach into this region and orders the wizards in his service to establish a base here
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Tales from the Yawning Portal The adventures in this book consist of classic dungeons, which you can use to expand the possibilities for adventuring in the Dreadwood and the Hool Marshes. The Sunless
adventure to represent a hidden stronghold of Iuz tucked away in the Dreadwood. Perhaps Iuz is seeking to extend his reach into this region and orders the wizards in his service to establish a base here
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Tales from the Yawning Portal The adventures in this book consist of classic dungeons, which you can use to expand the possibilities for adventuring in the Dreadwood and the Hool Marshes. The Sunless
adventure to represent a hidden stronghold of Iuz tucked away in the Dreadwood. Perhaps Iuz is seeking to extend his reach into this region and orders the wizards in his service to establish a base here
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Kobold Strength in Numbers. Kobolds are egg-laying creatures. They mature quickly and can live to be “great wyrms” more than a century old. However, many kobolds perish before they reach the end of
with massive casualties on the kobold side. Tunnelers and Builders. Kobolds make up for their physical ineptitude with a cleverness for trap making and tunneling. Their lairs consist of low tunnels
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Kobold Strength in Numbers. Kobolds are egg-laying creatures. They mature quickly and can live to be “great wyrms” more than a century old. However, many kobolds perish before they reach the end of
with massive casualties on the kobold side. Tunnelers and Builders. Kobolds make up for their physical ineptitude with a cleverness for trap making and tunneling. Their lairs consist of low tunnels
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Kobold Strength in Numbers. Kobolds are egg-laying creatures. They mature quickly and can live to be “great wyrms” more than a century old. However, many kobolds perish before they reach the end of
with massive casualties on the kobold side. Tunnelers and Builders. Kobolds make up for their physical ineptitude with a cleverness for trap making and tunneling. Their lairs consist of low tunnels
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
githzerai makes two unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 9 (2d8) psychic damage. This is a magic weapon
master it. Limbo is a maelstrom of primal matter and energy, its terrain a storm of rock and earth swept up in torrents of murky liquid, buffeted by strong winds, blasted by fire, and chilled by
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
githzerai makes two unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 9 (2d8) psychic damage. This is a magic weapon
master it. Limbo is a maelstrom of primal matter and energy, its terrain a storm of rock and earth swept up in torrents of murky liquid, buffeted by strong winds, blasted by fire, and chilled by
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
githzerai makes two unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 9 (2d8) psychic damage. This is a magic weapon
master it. Limbo is a maelstrom of primal matter and energy, its terrain a storm of rock and earth swept up in torrents of murky liquid, buffeted by strong winds, blasted by fire, and chilled by
Compendium
- Sources->Dungeons & Dragons->Monster Manual
will, or fight in wicked armies. Bearded devils’ eponymous beards consist of grotesque, tentacle-like growths. These squirming, barb-riddled beards carry poison capable of preventing magical healing
saving throws against spells and other magical effects.
Actions
Multiattack. The devil makes one Beard attack and one Infernal Glaive attack.
Beard. Melee Attack Roll: +5, reach 5 ft. Hit: 7
Compendium
- Sources->Dungeons & Dragons->Monster Manual
will, or fight in wicked armies. Bearded devils’ eponymous beards consist of grotesque, tentacle-like growths. These squirming, barb-riddled beards carry poison capable of preventing magical healing
saving throws against spells and other magical effects.
Actions
Multiattack. The devil makes one Beard attack and one Infernal Glaive attack.
Beard. Melee Attack Roll: +5, reach 5 ft. Hit: 7
Compendium
- Sources->Dungeons & Dragons->Monster Manual
will, or fight in wicked armies. Bearded devils’ eponymous beards consist of grotesque, tentacle-like growths. These squirming, barb-riddled beards carry poison capable of preventing magical healing
saving throws against spells and other magical effects.
Actions
Multiattack. The devil makes one Beard attack and one Infernal Glaive attack.
Beard. Melee Attack Roll: +5, reach 5 ft. Hit: 7
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
. The Fiends are sore losers and insufferable winners. Righteous Hands A team of Celestials, the Righteous Hands consist of eight hound archons (see Morte’s Planar Parade) and their star player, a deva
member currently on a base reach home plate. Catching If a batter hits the ball, the defensive team moves to catch it. One fielder of your choice must succeed on a DC 20 Dexterity (Acrobatics) check
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
. The Fiends are sore losers and insufferable winners. Righteous Hands A team of Celestials, the Righteous Hands consist of eight hound archons (see Morte’s Planar Parade) and their star player, a deva
member currently on a base reach home plate. Catching If a batter hits the ball, the defensive team moves to catch it. One fielder of your choice must succeed on a DC 20 Dexterity (Acrobatics) check
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
. The Fiends are sore losers and insufferable winners. Righteous Hands A team of Celestials, the Righteous Hands consist of eight hound archons (see Morte’s Planar Parade) and their star player, a deva
member currently on a base reach home plate. Catching If a batter hits the ball, the defensive team moves to catch it. One fielder of your choice must succeed on a DC 20 Dexterity (Acrobatics) check
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, including upside down on ceilings, without needing to make an ability check.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 7 (2d6
they are as devious as devils when doing so. Neogi buy and sell, but they pose a grave risk to potential patrons that might instead be easily enslaved, so their customers generally consist of desperate
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 10). Until this grapple ends, the monk cannot use its
technology. These weapons are notoriously ineffective against polished metal armor and shields, which reflect their laser bolts: Force Pike. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, including upside down on ceilings, without needing to make an ability check.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 7 (2d6
they are as devious as devils when doing so. Neogi buy and sell, but they pose a grave risk to potential patrons that might instead be easily enslaved, so their customers generally consist of desperate
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 10). Until this grapple ends, the monk cannot use its
technology. These weapons are notoriously ineffective against polished metal armor and shields, which reflect their laser bolts: Force Pike. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or






