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Returning 35 results for 'been bushes diffusing contacts reach'.
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been bushes diffusing contact reach
Monsters
Tales from the Yawning Portal
hit","rollAction":"Thorns"} to hit, reach 5 ft. or range 30 ft., one target. Hit: 8 (2d6 + 1);{"diceNotation":"2d6+1","rollType":"damage","rollAction":"Thorns","rollDamageType":"piercing"} piercing
damage.A corridor inside The Hidden Shrine of Tamoachan is the site of a long, narrow pit with a number of large bushes along its floor. Though they might appear harmless at first, these thorn slingers are doubly dangerous, as anyone who falls into the pit or tries to traverse it soon discovers.
Monsters
Quests from the Infinite Staircase
hit, reach 30 ft., one target. Hit: 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Tendril", "rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a Huge or smaller
connect the flowers to reserves of acidic sap in the plant’s trunk. Purple blossoms squirt this sap at prey through the flowers’ pistils.
Snapper Saw
Snapper saws resemble ordinary bushes
Bugbear
Legacy
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races
Volo's Guide to Monsters
; Elminster
Bugbears feature in the nightmare tales of many races — great, hairy beasts that creep through the shadows as quiet as cats. If you walk alone in the woods, a bugbear will reach out
of the bushes and strangle you. If you stray too far from the house at night, bugbears will scoop you up to devour you in their den. If a bugbear cuts off your head, your soul stays trapped inside
Monsters
Mordenkainen Presents: Monsters of the Multiverse
24 hours later.Multiattack. The mage makes three Slam or Eldritch Bolt attacks.
Slam. Melee Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Slam"} to hit, reach 10 ft
or Kezef—usually a warlock or other spellcaster—contacts the comet-borne emissary of an Elder Evil, the emissary can merge with a mortal consciousness to create a larva mage. None of the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Thorn Slinger A corridor inside The Hidden Shrine of Tamoachan is the site of a long, narrow pit with a number of large bushes along its floor. Though they might appear harmless at first, these thorn
damage.
False Appearance. While the thorn slinger remains motionless, it is indistinguishable from an inanimate bush.
Actions
Thorns. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30 ft., one target. Hit: 8 (2d6 + 1) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Thorn Slinger A corridor inside The Hidden Shrine of Tamoachan is the site of a long, narrow pit with a number of large bushes along its floor. Though they might appear harmless at first, these thorn
damage.
False Appearance. While the thorn slinger remains motionless, it is indistinguishable from an inanimate bush.
Actions
Thorns. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30 ft., one target. Hit: 8 (2d6 + 1) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Thorn Slinger A corridor inside The Hidden Shrine of Tamoachan is the site of a long, narrow pit with a number of large bushes along its floor. Though they might appear harmless at first, these thorn
damage.
False Appearance. While the thorn slinger remains motionless, it is indistinguishable from an inanimate bush.
Actions
Thorns. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30 ft., one target. Hit: 8 (2d6 + 1) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Hitting the Streets The characters can take several approaches to investigating Krenko’s whereabouts: meeting with contacts, sussing out rumors, or visiting important locations. Meet with Contacts If
a character has an appropriate contact to press for information, they can reach out to that contact for assistance. It takes 1 hour to arrange a meeting with the contact and 1d6 hours for the contact
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Hitting the Streets The characters can take several approaches to investigating Krenko’s whereabouts: meeting with contacts, sussing out rumors, or visiting important locations. Meet with Contacts If
a character has an appropriate contact to press for information, they can reach out to that contact for assistance. It takes 1 hour to arrange a meeting with the contact and 1d6 hours for the contact
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Hitting the Streets The characters can take several approaches to investigating Krenko’s whereabouts: meeting with contacts, sussing out rumors, or visiting important locations. Meet with Contacts If
a character has an appropriate contact to press for information, they can reach out to that contact for assistance. It takes 1 hour to arrange a meeting with the contact and 1d6 hours for the contact
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Newspaper Contacts Usually, your primary contact—the person who gives you assignments for the newspaper—is an editor of some kind, who takes the stories you write and makes them suitable for the
high standards but rewards you well when you reach them 2 A wealthy newspaper owner who demands the paper use your work even though the editor doesn’t want to 3 An ambitious junior editor who hopes that
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Waterdeep The City of Splendors is a bustling city on the Sword Coast. A rider from Red Larch can reach Waterdeep in seven days, three if he or she changes horses often and dares to ride by night
. Some merchants have termed Waterdeep “the best supply center in the world,” with the largest collection of superb craft workers, experts, useful contacts, and potential hirelings to be found anywhere
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Waterdeep The City of Splendors is a bustling city on the Sword Coast. A rider from Red Larch can reach Waterdeep in seven days, three if he or she changes horses often and dares to ride by night
. Some merchants have termed Waterdeep “the best supply center in the world,” with the largest collection of superb craft workers, experts, useful contacts, and potential hirelings to be found anywhere
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Newspaper Contacts Usually, your primary contact—the person who gives you assignments for the newspaper—is an editor of some kind, who takes the stories you write and makes them suitable for the
high standards but rewards you well when you reach them 2 A wealthy newspaper owner who demands the paper use your work even though the editor doesn’t want to 3 An ambitious junior editor who hopes that
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Newspaper Contacts Usually, your primary contact—the person who gives you assignments for the newspaper—is an editor of some kind, who takes the stories you write and makes them suitable for the
high standards but rewards you well when you reach them 2 A wealthy newspaper owner who demands the paper use your work even though the editor doesn’t want to 3 An ambitious junior editor who hopes that
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Waterdeep The City of Splendors is a bustling city on the Sword Coast. A rider from Red Larch can reach Waterdeep in seven days, three if he or she changes horses often and dares to ride by night
. Some merchants have termed Waterdeep “the best supply center in the world,” with the largest collection of superb craft workers, experts, useful contacts, and potential hirelings to be found anywhere
Compendium
- Sources->Dungeons & Dragons->Monster Manual
condition.
Actions
Multiattack. The assassin makes three attacks, using Shortsword or Light Crossbow in any combination.
Shortsword. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 + 4) Piercing damage
small plant, from forest bushes to clustered flowers. They often appear near awakened trees or in regions imbued with primal magic. Some have whimsical appearances or foliage resembling rudimentary
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. Snapper Saw Snapper saws resemble ordinary bushes and bear fragrant white berries during temperate seasons. Between encounters, the plant buries its weapons—wide, razor-sharp outer leaves—in the
makes two Tendril attacks.
Tendril. Melee Weapon Attack: +6 to hit, reach 30 ft., one target. Hit: 7 (2d6) bludgeoning damage. If the target is a Huge or smaller creature, it has the grappled
Compendium
- Sources->Dungeons & Dragons->Monster Manual
condition.
Actions
Multiattack. The assassin makes three attacks, using Shortsword or Light Crossbow in any combination.
Shortsword. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 + 4) Piercing damage
small plant, from forest bushes to clustered flowers. They often appear near awakened trees or in regions imbued with primal magic. Some have whimsical appearances or foliage resembling rudimentary
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. Snapper Saw Snapper saws resemble ordinary bushes and bear fragrant white berries during temperate seasons. Between encounters, the plant buries its weapons—wide, razor-sharp outer leaves—in the
makes two Tendril attacks.
Tendril. Melee Weapon Attack: +6 to hit, reach 30 ft., one target. Hit: 7 (2d6) bludgeoning damage. If the target is a Huge or smaller creature, it has the grappled
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. Snapper Saw Snapper saws resemble ordinary bushes and bear fragrant white berries during temperate seasons. Between encounters, the plant buries its weapons—wide, razor-sharp outer leaves—in the
makes two Tendril attacks.
Tendril. Melee Weapon Attack: +6 to hit, reach 30 ft., one target. Hit: 7 (2d6) bludgeoning damage. If the target is a Huge or smaller creature, it has the grappled
Compendium
- Sources->Dungeons & Dragons->Monster Manual
condition.
Actions
Multiattack. The assassin makes three attacks, using Shortsword or Light Crossbow in any combination.
Shortsword. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 + 4) Piercing damage
small plant, from forest bushes to clustered flowers. They often appear near awakened trees or in regions imbued with primal magic. Some have whimsical appearances or foliage resembling rudimentary
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
Varrin’s Proposition Varrin Axebreaker (lawful good, dwarf noble) contacts the characters to enlist their aid in retrieving the key. Varrin’s braided hair and beard are black with streaks of gray. He
End, and you’ll be able to see it.”
The gem’s magic lasts until five days after the characters reach Revel’s End.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Varrin’s Proposition Varrin Axebreaker (lawful good, dwarf noble) contacts the characters to enlist their aid in retrieving the key. Varrin’s braided hair and beard are black with streaks of gray. He
End, and you’ll be able to see it.”
The gem’s magic lasts until five days after the characters reach Revel’s End.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Varrin’s Proposition Varrin Axebreaker (lawful good, dwarf noble) contacts the characters to enlist their aid in retrieving the key. Varrin’s braided hair and beard are black with streaks of gray. He
End, and you’ll be able to see it.”
The gem’s magic lasts until five days after the characters reach Revel’s End.
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
Varrin’s Proposition Varrin Axebreaker (lawful good, dwarf noble) contacts the characters to enlist their aid in retrieving the key. Varrin’s braided hair and beard are black with streaks of gray. He
End, and you’ll be able to see it.”
The gem’s magic lasts until five days after the characters reach Revel’s End.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Varrin’s Proposition Varrin Axebreaker (lawful good, dwarf noble) contacts the characters to enlist their aid in retrieving the key. Varrin’s braided hair and beard are black with streaks of gray. He
End, and you’ll be able to see it.”
The gem’s magic lasts until five days after the characters reach Revel’s End.
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
Varrin’s Proposition Varrin Axebreaker (lawful good, dwarf noble) contacts the characters to enlist their aid in retrieving the key. Varrin’s braided hair and beard are black with streaks of gray. He
End, and you’ll be able to see it.”
The gem’s magic lasts until five days after the characters reach Revel’s End.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
on their family of contacts to offer support, right wrongs, and rebuild stronger than before. Adult Copper Dragon Huge Dragon (Metallic), Chaotic Good
AC 18 Initiative +11 (21)
HP 184 (16d12 + 80
. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 4 version).
Rend. Melee Attack Roll: +11, reach 10 ft
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
protection. Frume has contacts among the many merchants of the region and is certain he can arrange a job. Timing is an issue. The tracks leaving the cultists’ camp and the map from Mondath’s chamber both
Greenest before coming north, they should have at least ten to fifteen days before the cult’s wagons reach Baldur’s Gate. The River Chionthar flows directly from Elturel to Baldur’s Gate. A sailing vessel
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
other spellcaster — contacts the comet-borne emissary of an Elder Evil, the emissary can merge with a mortal consciousness to create a larva mage. None of the original cultist’s personality survives
later.
Actions
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, and the target must succeed on a DC 19 Constitution saving throw or be poisoned
Compendium
- Sources->Dungeons & Dragons->Monster Manual
on their family of contacts to offer support, right wrongs, and rebuild stronger than before. Adult Copper Dragon Huge Dragon (Metallic), Chaotic Good
AC 18 Initiative +11 (21)
HP 184 (16d12 + 80
. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 4 version).
Rend. Melee Attack Roll: +11, reach 10 ft
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Adult Brass Dragon Caio Monteiro An adult brass dragon rids its new lair of unwelcome undead Adult brass dragons know many secrets and have vast networks of contacts. These dragons share
Attack Roll: +11, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage plus 4 (1d8) Fire damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in a 60-foot-long, 5-foot-wide Line
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
other spellcaster — contacts the comet-borne emissary of an Elder Evil, the emissary can merge with a mortal consciousness to create a larva mage. None of the original cultist’s personality survives
later.
Actions
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, and the target must succeed on a DC 19 Constitution saving throw or be poisoned
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
protection. Frume has contacts among the many merchants of the region and is certain he can arrange a job. Timing is an issue. The tracks leaving the cultists’ camp and the map from Mondath’s chamber both
Greenest before coming north, they should have at least ten to fifteen days before the cult’s wagons reach Baldur’s Gate. The River Chionthar flows directly from Elturel to Baldur’s Gate. A sailing vessel






