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Returning 35 results for 'being blending diffusing cracks reach'.
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Monsters
Strixhaven: A Curriculum of Chaos
", "rollType":"to hit", "rollAction":"Psychic Knife"} to hit, reach 5 ft. or range 30 ft., one creature. Hit: 21 (5d6 + 4);{"diceNotation":"5d6+4", "rollType":"damage", "rollAction":"Psychic Knife
will: disguise self, silent image
2/day: charm person
1/day: suggestionOriq recruiters are subtle mages who infiltrate Strixhaven in service to their order. They are adept at blending in, watching
Chime of Opening
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens.
The chime can be used ten times. After the tenth time, it cracks and becomes useless.
Ochre Jelly
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
make an ability check.Pseudopod. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Pseudopod"} to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2);{"diceNotation":"2d6+2
equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly.An ochre jelly is a yellowish ooze that can slide under doors and through narrow cracks in pursuit of creatures to devour.Lightning, SlashingAcid
Monsters
Tales from the Yawning Portal
make an ability check.Pseudopod. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Pseudopod"} to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2);{"diceNotation":"2d6+2
equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly.An ochre jelly is a yellowish ooze that can slide under doors and through narrow cracks in pursuit of creatures to devour.Lightning, SlashingAcid
Monsters
Dragonlance: Shadow of the Dragon Queen
;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6);{"diceNotation":"2d10+6", "rollType":"damage", "rollAction":"Claw", "rollDamageType
choice.
Entrapping Rend. Melee Weapon Attack: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Entrapping Rend"} to hit, reach 5 ft., one target. Hit: 23 (5d6 + 6);{"diceNotation
Monsters
Strixhaven: A Curriculum of Chaos
use of Spellcasting.
Ink Lance. Melee or Ranged Spell Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Ink Lance"} to hit, reach 5 ft. or range 120 ft., one target. Hit: 17 (3d8
focus on words that find the tiniest, most invisible cracks in an opponent’s defenses and break them.
Silverquill Scholars
The scholars of Silverquill College study the power of magic shaped
Monsters
Curse of Strahd
","rollAction":"Beak"} to hit, reach 5 ft., one target. Hit: 1 piercing damage in raven form, or 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Beak","rollDamageType":"piercing
Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Shortsword"} to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2","rollType":"damage","rollAction
Monsters
Van Richten’s Guide to Ravenloft
Crushing Embrace.
Slam. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Slam"} to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType
vengeance or at the whims of sinister masters. Slipping through cracks and under doors, these stealthy undead seek to adorn living frames once more, wrapping themselves around their victims and wringing
Monsters
Princes of the Apocalypse
Attack: +14;{"diceNotation":"1d20+14","rollType":"to hit","rollAction":"Slam"} to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7);{"diceNotation":"3d8+7","rollType":"damage","rollAction":"Slam
freezing cold; thunder rolls and lightning cracks; powerful gales bear heavy creatures and objects aloft and hurl them with incredible force; cyclones touch down randomly, obliterating whatever they
Monsters
Mythic Odysseys of Theros
fall unconscious. Instead, the damage creates cracks in its carapace, revealing its hearts. Tromokratis has four hearts: two on its chest, one on its back, and one at the base of its tail. A heart has an
":"1d20+18","rollType":"to hit","rollAction":"Pincer"} to hit, reach 20 ft., one target. Hit: 20 (3d6 + 10);{"diceNotation":"3d6+10","rollType":"damage","rollAction":"Pincer","rollDamageType":"bludgeoning
Monsters
Bigby Presents: Glory of the Giants
any combination.
Slam. Melee Weapon Attack: +18;{"diceNotation":"1d20+18", "rollType":"to hit", "rollAction":"Slam"} to hit, reach 20 ft., one target. Hit: 36 (4d12 + 10);{"diceNotation":"4d12+10
and has the stunned condition until the end of its next turn. On a successful save, the target takes half as much damage only.Booming Step. Immediately after taking damage, the cradle cracks with
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollAction":"Tentacles"} to hit, reach 10 ft., one creature. Hit: 27 (4d10 + 5);{"diceNotation":"4d10+5", "rollType":"damage", "rollAction":"Tentacles", "rollDamageType":"psychic"} psychic damage. If
;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Extract Brain"} to hit, reach 5 ft., one incapacitated Humanoid grappled by the ulitharid. Hit: 55 (10d10);{"diceNotation":"10d10", "rollType
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Investigation at Altand Altand is primarily a wood elf settlement, blending almost seamlessly into the forest around it. The village exists on two levels, with a few structures built on the ground
occasionally enter the forest as an alternative to raiding human settlements along the Trade Way. However, those defenses proved a deathtrap against the flying green dragon, leaving many elves unable to reach the ground quickly enough to escape.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Investigation at Altand Altand is primarily a wood elf settlement, blending almost seamlessly into the forest around it. The village exists on two levels, with a few structures built on the ground
occasionally enter the forest as an alternative to raiding human settlements along the Trade Way. However, those defenses proved a deathtrap against the flying green dragon, leaving many elves unable to reach the ground quickly enough to escape.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Investigation at Altand Altand is primarily a wood elf settlement, blending almost seamlessly into the forest around it. The village exists on two levels, with a few structures built on the ground
occasionally enter the forest as an alternative to raiding human settlements along the Trade Way. However, those defenses proved a deathtrap against the flying green dragon, leaving many elves unable to reach the ground quickly enough to escape.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Investigation at Altand Altand is primarily a wood elf settlement, blending almost seamlessly into the forest around it. The village exists on two levels, with a few structures built on the ground
occasionally enter the forest as an alternative to raiding human settlements along the Trade Way. However, those defenses proved a deathtrap against the flying green dragon, leaving many elves unable to reach the ground quickly enough to escape.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Investigation at Altand Altand is primarily a wood elf settlement, blending almost seamlessly into the forest around it. The village exists on two levels, with a few structures built on the ground
occasionally enter the forest as an alternative to raiding human settlements along the Trade Way. However, those defenses proved a deathtrap against the flying green dragon, leaving many elves unable to reach the ground quickly enough to escape.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Investigation at Altand Altand is primarily a wood elf settlement, blending almost seamlessly into the forest around it. The village exists on two levels, with a few structures built on the ground
occasionally enter the forest as an alternative to raiding human settlements along the Trade Way. However, those defenses proved a deathtrap against the flying green dragon, leaving many elves unable to reach the ground quickly enough to escape.
Monsters
The Wild Beyond the Witchlight
.
Bite. Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6);{"diceNotation":"2d6+6","rollType":"damage
submerged. As the hours pass between each immersion, her movements become more ponderous and her skin audibly cracks as she moves.
Bavlorna lives like a hermit. She is frazzled, impatient, paranoid
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
6. Water Chamber Characters approaching this rough-walled cave hear the sound of pouring water. The water enters through cracks in the 10-foot-high ceiling. Given the rate at which the water flows in
, the characters can easily conclude that the cracks were caused by the tremor they experienced, and it’s only a matter of time before the water floods the entire complex. The water rises at a rate of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. The characters gain 1 level when they escape the Maze of Mists and reach the third floor of the pyramid for the first time. Recover Amun Sa’s Implements. The characters gain 1 level when they
recover both the Staff of Ruling (see appendix A) and the star-gem of Mo-Pelar. If you follow this method, the characters should reach 9th level by the adventure’s conclusion.
About the Original
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. The characters gain 1 level when they escape the Maze of Mists and reach the third floor of the pyramid for the first time. Recover Amun Sa’s Implements. The characters gain 1 level when they
recover both the Staff of Ruling (see appendix A) and the star-gem of Mo-Pelar. If you follow this method, the characters should reach 9th level by the adventure’s conclusion.
About the Original
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. The characters gain 1 level when they escape the Maze of Mists and reach the third floor of the pyramid for the first time. Recover Amun Sa’s Implements. The characters gain 1 level when they
recover both the Staff of Ruling (see appendix A) and the star-gem of Mo-Pelar. If you follow this method, the characters should reach 9th level by the adventure’s conclusion.
About the Original
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
6. Water Chamber Characters approaching this rough-walled cave hear the sound of pouring water. The water enters through cracks in the 10-foot-high ceiling. Given the rate at which the water flows in
, the characters can easily conclude that the cracks were caused by the tremor they experienced, and it’s only a matter of time before the water floods the entire complex. The water rises at a rate of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
6. Water Chamber Characters approaching this rough-walled cave hear the sound of pouring water. The water enters through cracks in the 10-foot-high ceiling. Given the rate at which the water flows in
, the characters can easily conclude that the cracks were caused by the tremor they experienced, and it’s only a matter of time before the water floods the entire complex. The water rises at a rate of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time, it cracks and becomes useless.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time, it cracks and becomes useless.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time, it cracks and becomes useless.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time, it cracks and becomes useless.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time, it cracks and becomes useless.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time, it cracks and becomes useless.
Monsters
Mythic Odysseys of Theros
":"1d20+11","rollType":"to hit","rollAction":"Claws"} to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5);{"diceNotation":"1d8+5","rollType":"damage","rollAction":"Claws","rollDamageType":"slashing"} slashing
":"to hit","rollAction":"Constrict"} to hit, reach 15 ft., one Large or smaller creature. Hit: 16 (2d10 + 5);{"diceNotation":"2d10+5","rollType":"damage","rollAction":"Constrict","rollDamageType
Compendium
- Sources->Dungeons & Dragons->Monster Manual
the earth. Stone giants have rugged features and skin with patterns and hues similar to the rock common near their homes. This makes them adept at blending in with their stony surroundings despite
(XP 2,900; PB +3)
Actions
Multiattack. The giant makes two attacks, using Stone Club or Boulder in any combination.
Stone Club. Melee Attack Roll: +9, reach 15 ft. Hit: 22 (3d10 + 6) Bludgeoning
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
. The blood mage makes two Blood Lash attacks.
Blood Lash. Melee Spell Attack: +9 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) necrotic damage. If the target is a creature, it can’t regain
necrotic damage.
Oriq Recruiter Oriq recruiters are subtle mages who infiltrate Strixhaven in service to their order. They are adept at blending in, watching for powerful but underperforming mages and
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
. The blood mage makes two Blood Lash attacks.
Blood Lash. Melee Spell Attack: +9 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) necrotic damage. If the target is a creature, it can’t regain
necrotic damage.
Oriq Recruiter Oriq recruiters are subtle mages who infiltrate Strixhaven in service to their order. They are adept at blending in, watching for powerful but underperforming mages and






