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Returning 35 results for 'being brutes diffusing currents reach'.
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Hill Giant
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Multiattack. The giant makes two greatclub attacks.
Greatclub. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Greatclub"} to hit, reach 10 ft., one target. Hit
damage.Hill giants are selfish brutes that hunt and raid in constant search of food. Their skins are tan from lives spent beneath the sun, and their weapons are uprooted trees and rocks pulled from the earth.
Monsters
Tales from the Yawning Portal
Multiattack. The giant makes two greatclub attacks.
Greatclub. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Greatclub"} to hit, reach 10 ft., one target. Hit
damage.Hill giants are selfish brutes that hunt and raid in constant search of food. Their skins are tan from lives spent beneath the sun, and their weapons are uprooted trees and rocks pulled from the earth.
Troglodyte
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2
"} to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.Violent and ever-hungry, troglodytes squat
Monsters
Storm King's Thunder
Multiattack. The giant makes two greatclub attacks.
Greatclub. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Greatclub"} to hit, reach 10 ft., one target. Hit
damage.
Squash. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Squash"} to hit, reach 5 ft., one Medium or smaller creature. Hit: 26 (6d6 + 5);{"diceNotation":"6d6+5
Monsters
Mordenkainen Presents: Monsters of the Multiverse
;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3);{"diceNotation":"2d8+3", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"force
brutes, employers must use caution when instructing them. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, however, they either forget what
Monsters
Bigby Presents: Glory of the Giants
attacks with Stinging Dust.
Slam. Melee Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Slam"} to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4);{"diceNotation":"2d8
their bodies as living works of art. As they fly, coursing along wind currents or blowing through underground tunnels like living sandstorms, they create mesmerizing dances with their ever-shifting forms.Poison
Monsters
Dragonlance: Shadow of the Dragon Queen
attack.
Serrated Sword. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Serrated Sword"} to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4);{"diceNotation":"2d8
"} to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4);{"diceNotation":"1d8+4", "rollType":"damage", "rollAction":"Tail", "rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a Large or
Monsters
Planescape: Adventures in the Multiverse
grapple ends.
Slam. Melee Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Slam"} to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4", "rollType
"} to hit, reach 5 ft., one Humanoid with the incapacitated condition. Hit: 45 (10d8);{"diceNotation":"10d8", "rollType":"damage", "rollAction":"Extract Brain", "rollDamageType":"piercing"} piercing
Monsters
Quests from the Infinite Staircase
makes two Cargo Tentacle attacks.
Cargo Tentacle. Melee Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Cargo Tentacle"} to hit, reach 10 ft., one target. Hit: 9 (1d8
circuitry is prone to overload if exposed to strong electrical currents. A robot has a pair of small appendages for fine motor control and object manipulation, as well as two larger appendages
Monsters
Quests from the Infinite Staircase
makes two Tentacle attacks or three Laser Beam attacks.
Tentacle. Melee Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Tentacle"} to hit, reach 10 ft., one target. Hit
overload if exposed to strong electrical currents. A robot has a pair of small appendages for fine motor control and object manipulation, as well as two larger appendages specialized for its role. Robots
Monsters
Fizban's Treasury of Dragons
;{"diceNotation":"1d20+16","rollType":"to hit","rollAction":"Bite"} to hit, reach 15 ft., one target. Hit: 15 (1d12 + 9);{"diceNotation":"1d12+9","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing
+16","rollType":"to hit","rollAction":"Claw"} to hit, reach 15 ft., one target. Hit: 18 (2d8 + 9);{"diceNotation":"2d8+9","rollType":"damage","rollAction":"Claw","rollDamageType":"slashing"} slashing
Monsters
Mythic Odysseys of Theros
hidden system of currents and arteries, a ship might reach any destination in record time, be it across the sea or along a river a hundred miles inland. Naiads do nothing to dissuade sailors from this
hit, reach 5 ft., one target. Hit: 9 (1d10 + 4);{"diceNotation":"1d10+4","rollType":"damage","rollAction":"Psychic Touch","rollDamageType":"psychic"} psychic damage.
Spellcasting. The naiad casts one
Monsters
Mythic Odysseys of Theros
casts ray of frost.
Wave Touch. Melee Spell Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Wave Touch"} to hit, reach 5 ft., one target. Hit: 22 (4d10);{"diceNotation":"4d10
":"cold"} cold damage.Triton masters of waves sculpt storms and change the tides, bending the sea to their will. Drawing forth living currents and the icy cold of the deep, these mages make the ocean their
Monsters
Van Richten’s Guide to Ravenloft
. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Executioner's Pick"} to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6);{"diceNotation":"2d10+6","rollType
Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Fist"} to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6);{"diceNotation":"1d10+6","rollType":"damage","rollAction
Monsters
Princes of the Apocalypse
hit","rollAction":"Slam"} to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5);{"diceNotation":"3d10+5","rollType":"damage","rollAction":"Slam","rollDamageType":"bludgeoning"} bludgeoning damage, and
, currents and tides are exceptionally strong and treacherous. Any ability checks made to safely navigate or control a vessel moving through these waters has disadvantage.
Aquatic creatures that have
Monsters
Journeys through the Radiant Citadel
makes two Flood Strike attacks.
Flood Strike. Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Flood Strike"} to hit, reach 10 ft., one target. Hit:
rivers. These spirits of nature take shape to defend their waters and interact with those who travel along their currents. From the waist up, riverines have skin the color of the waters they protect but
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"1d20+6","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2);{"diceNotation":"2d6+2","rollType":"damage","rollAction":"Bite","rollDamageType":"slashing
"} slashing damage.
Tentacles. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Tentacles"} to hit, reach 15 ft., one target. Hit: 15 (3d8 + 2);{"diceNotation":"3d8+2
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Ogre Raging Hulk and Hoarder Ogres are 10-foot-tall brutes that overwhelm their foes and take what spoils they please. Ogre raiders ally with other evil forces in return for food, riches, and
CR 2 (XP 450; PB +2)
Actions
Greatclub. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage.
Javelin. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 30/120 ft. Hit: 11 (2d6 + 4) Piercing damage.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, currents, and winds called the Labyrinth Winds. These range from stiff breezes to howling gales that can rip a creature apart. Even the most skilled flying creatures must navigate these currents
carefully, flying with the winds, not against them. Mistral Reach Located near the Para-elemental Plane of Ice, the Mistral Reach is a region of frigid winds and driving snowstorms. Earth motes in the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Sahuagin Coral Smasher Employed as frontline brutes in The Final Enemy, coral smashers are drawn from the ranks of the strongest sahuagin warriors. Their physical strength overcomes the resistance of
makes two attacks with its warhammer, or one attack with its bite and one with its claws.
Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
Bite
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Minotaur of Baphomet Berserker of the Demon Lord of Beasts Baphomet, Demon Lord of Beasts, claims to have created minotaurs and demands their worship. These brutes resemble the hulking, horned demon
CR 3 (XP 700; PB +2)
Actions
Abyssal Glaive. Melee Attack Roll: +6, reach 10 ft. Hit: 10 (1d12 + 4) Slashing damage plus 10 (3d6) Necrotic damage.
Gore (Recharge 5–6). Melee Attack Roll: +6
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, sporting rocky calluses, mossy growths, or frozen scars.
Ogre Ogres are 10-foot-tall brutes that overwhelm their foes and take what spoils they please. Ogre raiders ally with other evil forces in return
60 ft.; Passive Perception 8
Languages Common, Giant
CR 2 (XP 450; PB +2)
Actions
Greatclub. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage.
Javelin. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 30/120 ft. Hit: 11 (2d6 + 4) Piercing damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
worship. While most minotaurs live free of the demon lord’s bonds, those that serve him become minotaurs of Baphomet. These brutes resemble the hulking, horned demon lord more than others of their
Glaive. Melee Attack Roll: +6, reach 10 ft. Hit: 10 (1d12 + 4) Slashing damage plus 10 (3d6) Necrotic damage.
Gore (Recharge 5–6). Melee Attack Roll: +6, reach 5 ft. Hit: 18 (4d6 + 4) Piercing
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Gnoll Pack Lord Rising above other gnolls with their viciousness and physical prowess, gnoll pack lords terrorize weaker gnolls into their service. These brutes drive other gnolls to acts of great
. Melee Attack Roll: +5, reach 10 ft. Hit: 8 (2d4 + 3) Slashing damage.
Bone Javelin. Ranged Attack Roll: +5, range 30/120 ft. Hit: 7 (1d8 + 3) Piercing damage.
Incite Rampage (Recharge 5–6). The gnoll
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
). Rain and snow fall only in the part of the plane nearest to the Plane of Water. Most of the Plane of Air is a complex web of air streams, currents, and winds called the Labyrinth Winds. These range from
stiff breezes to howling gales that can rip a creature apart. Even the most skilled flying creatures must navigate these currents carefully, flying with the winds, not against them. Here and there
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Blue Slaad Almost as numerous as red slaadi, blue slaadi are muscular brutes with vicious blades extending from the backs of their claws. These claws carry a magical curse called chaos phage, which
Claw. Melee Attack Roll: +8, reach 10 ft. Hit: 12 (2d6 + 5) Slashing damage plus 3 (1d6) Poison damage. If the target is a Humanoid not cursed by a slaad, it is subjected to the following effect
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
dhergoloths are little more than brutes, employers must use caution when instructing them. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, however
dhergoloth has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The dhergoloth makes two Claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dragon turtle’s choice. On a success, the creature is moved 10 feet instead. Entangling Kelp. Strands of spectral kelp reach out to ensnare creatures in a 20-foot-radius sphere centered on a point in
its presence, creating one or more of the following effects: Diverting Currents. Underwater currents push unwanted visitors away from the lair. While swimming in these currents, each foot of movement
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
overwhelm their foes with psionic power, eaters of knowledge use their physical strength to hold prey while burly feeding tentacles crack free their victims’ brains. Consuming brains fuels these brutes
saving throw or have the stunned condition until the grapple ends.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Extract Brain. Melee Weapon
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Wereboar Wereboars are ill-tempered and vulgar brutes. As humanoids, they are stocky and muscular, with short, stiff hair. In their humanoid and hybrid forms, they use heavy weapons, while in hybrid
(Humanoid or Hybrid Form Only). The wereboar makes two attacks, only one of which can be with its tusks.
Maul (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
their ancestors’ passion for artistry, but instead of carving stone, they view their bodies as living works of art. As they fly, coursing along wind currents or blowing through underground tunnels
attacks with Stinging Dust.
Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Stinging Dust. One creature of the dust hulk’s choice inside its
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
currents. From the waist up, riverines have skin the color of the waters they protect but are otherwise humanlike in appearance. From the waist down, they can manifest either humanlike legs or churning
Multiattack. The riverine makes two Flood Strike attacks.
Flood Strike. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 10 (3d6) cold damage
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
bridge is called Torm’s Reach, while the south bridge is named Torm’s Blade. Unless the characters can fly or teleport, they must use one of the bridges on their trek toward the High Hall. When the
group consists of two bearded devils and four spined devils. Unsubtle brutes, these creatures have parked themselves in the middle of each bridge to maintain a vigilant watch. Taking them on is a tough
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
than dumb brutes, employers must use caution when instructing these fiends. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, they either
magical effects.
Magic Weapons. The dhergoloth’s weapon attacks are magical.
Actions
Multiattack. The dhergoloth makes two claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
tactics, but a few go on to learn more destructive magic. These drow house pets are as graceful and nimble as Waterdhavian stage dancers. Only they’re slayers and enforcers, four-armed brutes built like an
claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) piercing damage.
Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage.






