Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'before both defending correctly range'.
Other Suggestions:
before both depending correct range
before both defeating correctly ranger
before both defeating currently range
before both defeating correctly rage
before both defending correctly ranger
backgrounds
Eberron: Forge of the Artificer
as an intricate web of schemes, plots, and counterplots. Assessing the range of possibilities, you use instinct to predict threats to your clients and defend against them well before those threats can
turn into danger. Defending against an assassin’s blade is a job any Deneith sellsword or Tharashk enforcer can do—making sure no one ever draws that blade is the Medani way.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
"} slashing damage.
Hand Crossbow. Ranged Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Hand Crossbow"} to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4
weapon.A drow house captain leads the troops of an Underdark faction, whether defending a stronghold or leading forces against enemies. These officers make extensive study of strategy and tactics to become
Monsters
Quests from the Infinite Staircase
Ranged Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Force Strike"} to hit, reach 5 ft. or range 40/120 ft., one target. Hit: 15 (2d10 + 4);{"diceNotation":"2d10+4
android has one or more upgrades to help it excel at its intended functions, but all androids are capable of defending themselves with concentrated bolts of force up close or from a distance.
Despite
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"Heavy Crossbow"} to hit, range 100/400 ft., one target. Hit: 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Heavy Crossbow", "rollDamageType":"piercing"} piercing damage.
Shared
if that passion rarely manifests as mirth. They bring an emotional intensity to their lives, whether they’re exploring neighboring tunnels, defending their homes, engaging with their families
Monsters
Mordenkainen Presents: Monsters of the Multiverse
;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Javelin"} to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4", "rollType":"damage", "rollAction":"Javelin
;re exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works. The bonds of friendship and kinship are strong, though navigating the inevitable
Human
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a
give their children names from other languages, such as Dwarvish or Elvish (pronounced more or less correctly), but most parents give names that are linked to their region’s culture or to the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollDamageType":"psychic"} psychic damage.
Javelin. Melee or Ranged Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Javelin"} to hit, reach 5 ft. or range 30/120 ft., one
passion rarely manifests as mirth. They bring an emotional intensity to their lives, whether they’re exploring neighboring tunnels, defending their homes, engaging with their families, or crafting
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
powerful magic, walking castles cause wildlife and other travelers to scatter as they tromp across the plane. The mobile fortresses range in size and construction, from sprawling palaces haunted by royal
spirits to impregnable aquatic keeps on the shells of grumpy dragon turtles. Coveted by planar raiders, walking castles are capable of defending themselves from would-be conquerors.
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
from doing so. You see the world around you as an intricate web of schemes, plots, and counterplots. Assessing the range of possibilities, you use instinct to predict threats to your clients and
defend against them well before those threats can turn into danger. Defending against an assassin’s blade is a job any Deneith sellsword or Tharashk enforcer can do—making sure no one ever draws that blade is the Medani way.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
carved with frescoes depicting dwarves defending their mountain homes against ankhegs, purple worms, umber hulks, and other burrowing monsters. (Hidden behind a fresco of a dwarf battling a bulette is a
blindsight out to a range of 30 feet. It is blind beyond this radius. Without a rider, the wooden donkey is incapacitated. It has immunity to poison damage, and it can’t be blinded, charmed, frightened
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
campaigns less focused on combat and more on social encounters and intrigue. Lastly, a campaign focused on defending a city could present a range of threats, from external foes—like wild creatures or
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
or more upgrades to help it excel at its intended functions, but all androids are capable of defending themselves with concentrated bolts of force up close or from a distance. Despite an android’s
Force Strike attacks.
Force Strike. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 40/120 ft., one target. Hit: 15 (2d10 + 4) force damage. If the target is a Medium or smaller
Compendium
- Sources->Dungeons & Dragons->Monster Manual
frequently aid other good creatures of the forest, including treants and unicorns, in defending their homes. Annie Stegg
Sprite Tiny Fey, Neutral Good
AC 15 Initiative +4 (14)
HP 10 (4d4
. Hit: 6 (1d4 + 4) Piercing damage.
Enchanting Bow. Ranged Attack Roll: +6, range 40/160 ft. Hit: 1 Piercing damage, and the target has the Charmed condition until the start of the sprite’s next turn
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Making an Attack Whether you’re striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a spell, an attack has a simple structure.
Choose a target. Pick a
target within your attack’s range: a creature, an object, or a location.
Determine modifiers. The DM determines whether the target has cover and whether you have advantage or disadvantage against the
Monsters
Fizban's Treasury of Dragons
what others have said back to them to make sure I have remembered it correctly.
2
I might not like you, but I will endeavor to treat you with respect, if not kindness.
3
I like to impress
dragon can’t take the same lair action two rounds in a row:
Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon’s telepathy. The creature must
Monsters
Fizban's Treasury of Dragons
said back to them to make sure I have remembered it correctly.
2
I might not like you, but I will endeavor to treat you with respect, if not kindness.
3
I like to impress visitors by
within range of the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
if he thinks he can get away with it. The troglodytes wear breastplates and wield longswords (see “Gorzil’s Gang”). Nhilisstra is charged with defending the ledge against incursions by Muiral, but she
also helps defend the main cavern if it comes under attack. If that happens, she sends the troglodytes into melee combat while she and the drow attack at range.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Drow House Captain A drow house captain leads the troops of an Underdark faction, whether defending a stronghold or leading forces against enemies. These officers make extensive study of strategy and
damage plus 14 (4d6) poison damage.
Whip. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) slashing damage.
Hand Crossbow. Ranged Weapon Attack: +8 to hit, range 30/120 ft
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
primarily used as a kind of moot, where tortles can socialize with one another and trade with strangers. Tortles don’t regard these settlements as places worth defending with their lives, and they
.
Light Crossbow. Ranged Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 4 (1d8) piercing damage.
Shell Defense. The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
one elite warrior for every ten drow warriors. In addition, an estate holds 3d12 drow nobles and scores of slaves, 10d10 of which can be pressed into defending the house. These fighting slaves are
and rooftops. These gargoyles and giant spiders have truesight out to a range of 120 feet, enabling them to spot invisible trespassers. Roll for random encounters as the characters cross this
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, can be correctly identified with a successful Intelligence (Nature) check. Use the guidelines in chapter 8 to set an appropriate DC for any check made to spot or recognize a hazard. Hazard Severity
green slime covers a 5-foot square, has blindsight out to a range of 30 feet, and drops from walls and ceilings when it detects movement below it. Beyond that, it has no ability to move. A creature
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the end of chapter 8). Characters who can see out to a range of 120 or more and are moving at a normal pace spot the drow scouts with a successful DC 16 Wisdom (Perception) check. If the characters are
located a mile away. Defending the drow outpost are a female drow elite warrior (the commander), a male drow mage, and sixteen drow. The outpost is a four-story tower carved out of a 60-foot-tall, 15
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
eight male drow (four on each of the first and second floors) who fire light crossbows through the arrow slits. This attack is the same as the drow’s hand crossbow attack, except it has a range of 80
. Northeast Tower This tower has a male drow mage named Ulvir Barrek’zorn on the roof and eight male drow inside. In addition to defending the tower, these drow are responsible for quelling uprisings in
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
dragons present at the Well of Dragons is up to you, and could range from a few dozen to a hundred or more. Devils. Devils fighting for the cult have been summoned by the Red Wizards, and serve
appears above the Well of Dragons, drawing those powerful combatants away from defending the caldera. Arcane Brotherhood. Members of the Arcane Brotherhood are a match for the Red Wizards fighting for the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, since no one in Mirabar wishes to see the surface city wiped out. It would simply be bad for business. Mirabar spares no expense in defending its wealth, and hires as many mages and adventurers as
costers and merchants, taking care to avoid exclusivity or cultivate too narrow a range of business partners and contacts, so they control their own destinies and fortunes. They abhor the thought of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
dutiful and dangerous grung warrior, dedicated to his king. Roark thinks all this goddess-summoning nonsense is distracting from the real issue at hand: defending Dungrunglung from the undead. Secretly
, Roark’s loyalty is to the tribe first and Groak second, but Roark is dutifully abiding the king’s obsession for now. He is suspicious of adventurers yet open to help in defending his village from the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
defending against fiendish incursion. 6 Sky Warriors. This military force consists of winged creatures, employs magical flight, or sails airships as a sky navy. Traditional defenses are ineffective against
the instruments of that will. Military Force Envoys You might join a military force for a wide range of reasons, or the military has reasons for seeking you out. Those with specialized skills
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
contact.
Actions
Multiattack. Prisoner 13 makes two Tattooed Strike attacks.
Tattooed Strike. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 60 ft., one target. Hit: 12 (2d8 + 3
or minor illusion, or even copy it with pen and ink. In any case, a character must succeed on a DC 15 Intelligence (Arcana) check to correctly re-create the tattoo, which requires 10 minutes of study
compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. To correctly gauge an encounter’s difficulty, multiply the total XP of all the monsters in the encounter by the value given in the Encounter Multipliers table.
For example, if an encounter
their enemies to move around, such as chandeliers, kegs of gunpowder or oil, and whirling blade traps
Enemies in hard-to-reach locations or defensive positions, so that characters who normally attack at range are forced to move around the battlefield
Different types of monsters working together
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
height that puts it outside the range of its enemies. If the roc grapples a foe, it heads toward open water with its prize; once there, it drops the grappled creature into the water from a height of
frost giant with an icy beard.
The frost giant entombed in the block of ice is Queen Vassavicken. Characters who succeed on a DC 15 Intelligence (Religion) guess correctly that the visage looking
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
contact.
Actions
Multiattack. Prisoner 13 makes two Tattooed Strike attacks.
Tattooed Strike. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 60 ft., one target. Hit: 12 (2d8 + 3
or minor illusion, or even copy it with pen and ink. In any case, a character must succeed on a DC 15 Intelligence (Arcana) check to correctly re-create the tattoo, which requires 10 minutes of study
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
died defending it have either been buried by the second wave of templars (now at Camp Vengeance) or dragged away by jungle scavengers. When characters arrive, the camp is being watched by a party of
are pressed correctly, the door swings open into area 6E. If wrong squares are pressed, the squares are pressed in the wrong order, or they’re pressed by the wrong people, a glyph of warding on the
Magic Items
Infernal Machine Rebuild
You have telepathy out to a range of 120 feet.
You hear the voices of creatures you can see in your head from time to time (as detailed by the DM), but you have no idea whether what you’re
construct resembling a gynosphinx follows you around. It constantly asks unsolvable riddles of other creatures, and insults those creatures when they fail to answer correctly.
77
A creature appears
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the cornices and gaze down protectively; these seemingly inert statues are stone golems charged with defending the temple. If called to service, they glide gently to the ground using a programmed
when winter comes calling. The stables accommodate a wide range of mounts. Most of the stalls are designed for horses and ponies, but specialized stalls offer secure lodging and care for hippogriffs
Forums
- Re: Sorting Spells by Range/Area doesn't seem to work correctly
This is fixed now






