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Returning 35 results for 'before being desired checking reach'.
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Magic Items
Dungeon Master’s Guide
. The DM can use a different stat block to represent the knight, as desired.
Moon. You gain the ability to cast Wish 1d3 times.
Puzzle. Permanently reduce your Intelligence or Wisdom by 1d4 + 1 (to
avatar makes a number of Reaping Scythe attacks equal to half the summoner’s Proficiency Bonus (rounded up).
Reaping Scythe. Melee Attack Roll: Automatic hit, reach 5 ft. Hit: 7 (1d8 + 3
Monsters
Guildmasters’ Guide to Ravnica
Explosive Tank. When the guard dies, or if it rolls a 1 when checking whether its Scorchbringer action recharges, the tank on its back explodes in a 10-foot radius sphere. Each creature in that area
;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Light Hammer"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Light
Monsters
Curse of Strahd
attacks three times with his scimitar, or twice with his poisoned darts.
Scimitar. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Scimitar"} to hit, reach 5 ft., one
desired above all. She told him of a vault of forbidden lore called the Amber Temple, where the secret of gaining immortality was hidden. While Strahd was off exploring the temple, Rahadin handled
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Multiattack. The gray render makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one
DC 16 Strength saving throw or be knocked prone.
Claw. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Claw"} to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4
Monsters
The Book of Many Things
effects.Multiattack. Hulgaz makes two Claw attacks and one Intoxicating Sting attack.
Claw. Melee Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 5 ft., one
":"1d20+8", "rollType":"to hit", "rollAction":"Intoxicating Sting"} to hit, reach 10 ft., one creature. Hit: 8 (1d10 + 3);{"diceNotation":"1d10+3", "rollType":"damage", "rollAction":"Intoxicating Sting
Monsters
The Wild Beyond the Witchlight
":"Witchlight Vane"} to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3","rollType":"damage","rollAction":"Witchlight Vane","rollDamageType":"bludgeoning"} bludgeoning damage plus 4
inheritance in order to embrace the unconventional lifestyle, fashions, and friendships he desired.
Mister Light’s Description
Mister Light has a slender frame. He is always dressed in some sort of
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
unsettling all the same. When the characters reach the turn in the hallway, 4 lizardfolk charge from the direction of area 22, followed by 2 yuan-ti malisons (type 1). If the characters moved past the door
to area 17 without checking that room, the 3 lizardfolk and 1 yuan-ti pureblood in that area come charging out.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
unsettling all the same. When the characters reach the turn in the hallway, 4 lizardfolk charge from the direction of area 22, followed by 2 yuan-ti malisons (type 1). If the characters moved past the door to
area 17 without checking that room, the 3 lizardfolk and 1 yuan-ti pureblood in that area come charging out.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
without horses. They can also take a boat up the Loagrann River. Use the Random Wilderness Encounters table in chapter 3 to generate encounters, as desired. The characters can also reach Deadstone
Reaching Deadstone Cleft No roads lead to Deadstone Cleft (shown on map 6.1), but characters can traverse the foothills of the Graypeak Mountains and cross shallow rivers to reach the canyon, with or
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Vladeska’s Torment Vladeska Drakov is close to attaining her desired empire, but circumstances keep it ever out of reach: Vladeska knows it’s only a matter of time until zombies overrun Lekar. She
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
wilderness trek without checking for encounters along the way. Just as movies use travel montages to convey long and arduous journeys in a matter of seconds, you can use a few sentences of descriptive
. There, the rogue finds a small rock that looks like a grinning face, but otherwise you encounter nothing out of the ordinary.” The trick is to focus on a few details that reinforce the desired mood rather
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
desired spot. Wherever the adventurers arrive, they’ll most likely still need to undertake a journey to reach the object of a planar quest. Gate. The gate spell opens a portal linked to a specific point
appeared. With one smooth step he crossed from his infernal plane into the mythal chamber.
— Richard Baker, Farthest Reach
A number of spells allow direct or indirect access to other planes of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Character Advancement You can track experience points or simply allow characters to level up when they reach certain points in the adventure. Ideally, the characters should fall within the desired
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
however you like. Use a few, use them all, or make up more of your own. On a trip of this length, checking for random events every hour is excessive. The Trade Way sees a lot of travelers and it is
rule, the characters reach 5th level at the end of this journey. Trade Way Events d12 Event 1 Adventuring Life 2 Animal Abuse 3 Bane of the Mountains 4 Contraband 5 Everything Has a Price 6 Fungus
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
however you like. Use a few, use them all, or make up more of your own. On a trip of this length, checking for random events every hour is excessive. The Trade Way sees a lot of travelers and it is
rule, the characters reach 5th level at the end of this journey. Trade Way Events d12 Event 1 Adventuring Life 2 Animal Abuse 3 Bane of the Mountains 4 Contraband 5 Everything Has a Price 6 Fungus
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
chained up just inside the opening. Each wolf’s chain leads to an iron rod driven into the base of a stalagmite.
Three wolves are confined here. They can’t reach targets standing on the steps, but all
shaft, as desired. On a check result of 6–9, the character neither gains nor loses ground; on a result of 5 or less, the character falls and takes 1d6 bludgeoning damage per 10 feet fallen, landing
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
or selected as desired. Gray Render Quirks d12 Quirk 1 Hates horses and other mounts 2 Roars loudly when its bonded creature is touched by another creature 3 Likes to snuggle 4 Uproots and chews on
with its bite and two with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) piercing damage. If the target is Medium or smaller, the target must succeed on
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
everyone can see it. Overly Cautious Players Overly cautious players can slow down the game by checking every flagstone, door, and wall in a dungeon for traps and hidden dangers. Sometimes this
encounters rather than anxiously anticipating an ambush. If these in-game techniques don’t have the desired effect, have a conversation outside the game with your players about which game elements are
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
everyone can see it. Overly Cautious Players Overly cautious players can slow down the game by checking every flagstone, door, and wall in a dungeon for traps and hidden dangers. Sometimes this
encounters rather than anxiously anticipating an ambush. If these in-game techniques don’t have the desired effect, have a conversation outside the game with your players about which game elements are
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
attunement ends. Planar Tunnels. A creature attuned to the shard can navigate the tunnels within the iceberg to reach any desired destination in 1 hour without making an ability check. The creature is also
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, attack out of jealousy, or worse. The Gray Render Quirks table presents possible quirks for gray renders that can be generated randomly or selected as desired. Gray Render Quirks d12 Quirk 1 Hates
Claw attacks.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) piercing damage. If the target is Medium or smaller, the target must succeed on a DC 16 Strength saving
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
from one plane into the Astral Plane, and there search out a color pool leading to the desired destination. Characters can also use plane shift to reach a different plane more directly. Most often
reach to the Upper Planes, or it might be possible to walk from one plane to another in your cosmology. The River Styx This river bubbles with grease, foul flotsam, and the putrid remains of battles along
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Strahd with the prospect of immortality—something Strahd desired above all. She told him of a vault of forbidden lore called the Amber Temple, where the secret of gaining immortality was hidden
instantly caught his eye, and Rahadin had the pleasure of informing Patrina that her presence at the castle was no longer desired. Rahadin’s loyalty didn’t waver after Tatyana died and Strahd became a
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
2/day: fireball
Tides of Chaos (1/Day). The blastseeker makes one attack roll, ability check, or saving throw with advantage.
Actions
Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft
Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
PETER MOHRBACHER
Flux Blastseeker
Medium humanoid (any race), chaotic neutral
Armor Class 12 (15 with
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
is rediscovered, it must be thoroughly explored, the resources within cataloged, and the space tested for its stability. When an extradimensional space is no longer needed or desired, the archmages of
heights vary, ranging from as low as ten feet to as high as one hundred feet in the tallest towers. The Avowed use floating disks, each one large enough to hold three Medium creatures, to reach the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. The characters don’t need the boat, since they can simply walk across the ice to reach Angajuk’s Bell (area A3). A2. Stone Cabin A small, domed cabin faces the bay. A bloated door covered in ice and
befriended and the characters communicate their desired destination to it, Angajuk takes them where they want to go provided the location is on or in the Sea of Moving Ice. The awakened whale knows the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Astral Plane The Astral Plane is a realm of thought and dream, where visitors travel as disembodied souls to reach the Outer Planes. It is a great silvery sea, the same above and below, with swirling
how perilous it will be, just which direction to go in. The DM decides how long it takes to get to a desired destination. A trek to a specific location—a particular Wildspace system or Astral outpost
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
increase the complexity of the search as desired. Trouble at the South Gate The characters are assumed to enter Luskan from the south. Modify the text below as needed to fit their arrival. A sharp
relief as desired. Having been thrown out of countless taverns, Noriel knows the general rumors talking of how Dran Enterprises has a secret headquarters somewhere in Luskan. He also knows the even more
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, fly, or teleport. Defensive Positions. Enemies in hard-to-reach locations or defensive positions force characters who normally attack at range to move around. Hazards. The “Hazards” section in chapter
move around, such as chandeliers, kegs of gunpowder or oil, and rolling stone traps. Combat Encounter Difficulty Use the following guidelines to create a combat encounter of a desired level of difficulty
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
hired by Daerismun Aerath, one of the Avowed — the esteemed scholar-monks of Candlekeep — to guide him there. He was writing a treatise on the place and desired firsthand experience of the locale
brutal and bloodthirsty, as inimical to life as any plague or poison, and they take delight in the suffering of those who come into their reach. This place is rife with undead, of all varieties. In
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
ballista (see the “Siege Equipment” section in chapter 8 of the Dungeon Master’s Guide). Tying a rope to a harpoon, if desired, takes an action. In addition to dealing 16 (3d10) piercing damage on a hit
can’t move farther away from the gun or increase its altitude until it frees itself. A creature within reach of the gun’s winch can use its action to reel in a harpooned creature, pulling it up to 20 feet
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
lifestyle, fashions, and friendships he desired. Mister Light’s Description Mister Light has a slender frame. He is always dressed in some sort of costume and is rarely seen in public without makeup. He
: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 4 (1d8) radiant damage.
Spellcasting. While carrying the Witchlight vane, Light casts one of the following spells
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
Random Encounters Roll a d20 three times per day of game time, checking for encounters each morning, afternoon, and evening or night. A random encounter occurs on a roll of 18 or higher. Roll a d100
A flock of 1d6 + 3 axe beaks stampede toward the characters, slashing at anyone they can reach. Baboons A pack of 3d6 baboons has adapted to living in small mountain caves but scurry down to the tree
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
ritual, it should be clear to them that paying attention to the wedding’s schedule makes it easier to find times when they can more easily reach the vaults. Wedding Itinerary Time Event Summary
ceremony.
4:30 PM Celebration in the dining hall. Gorat gives his toast. Thoman returns from checking on the vault, informing Amara of its status just as the toast ends. Gwendolyn asks Thoman to go
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
way, the expedition begins in area 1 of map 2.2, the Mountain Door. (B) Chimney. When the characters reach the area marked B on the map, they can discover the source of the smoke. A natural rock chimney
wood or stone. Characters can attempt various tasks before trying to open a door, including listening for sounds from the other side and checking for traps. If characters elect to listen at a door






