Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'blending both diffusing counter reach'.
Other Suggestions:
blessing both diffusing counter reach
binding both diffusing corner race
binding both diffusing cutter race
binding both diffusing counter reach
Monsters
Princes of the Apocalypse
","rollType":"to hit","rollAction":"Unarmed Strike"} to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4);{"diceNotation":"1d10+4","rollType":"damage","rollAction":"Unarmed Strike","rollDamageType":"bludgeoning
"} bludgeoning damage.Parry and Counter. Hellenrae adds 3 to her AC against one melee or ranged weapon attack that would hit her. To do so, she must be able to sense the attacker with her blindsight
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
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
Planescape: Adventures in the Multiverse
. The hexton makes one Pincer attack and two Tentacle attacks.
Pincer. Melee Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Pincer"} to hit, reach 10 ft., one target
next turn.
Tentacle. Melee Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Tentacle"} to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4);{"diceNotation":"2d10+4
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.
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->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
Magic Items
Tasha’s Cauldron of Everything
result is rolled after it’s been used, you draw the next lowest unused tooth on the table.
Sowing Teeth. To sow the tooth, you place it on the ground in an unoccupied space within your reach
property, it can’t be used again until the next dawn. Whenever you finish a long rest, if you haven’t used the tooth to counter a spell since your last long rest, your hit point maximum is
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->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->Xanathar's Guide to Everything
Slayer Magic, Hunter’s Sense, Slayer’s Prey 7th Supernatural Defense 11th Magic-User’s Nemesis 15th Slayer’s Counter Monster Slayer Magic Starting at 3rd level, you learn an additional spell when you
reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. Monster
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Slayer Magic, Hunter’s Sense, Slayer’s Prey 7th Supernatural Defense 11th Magic-User’s Nemesis 15th Slayer’s Counter Monster Slayer Magic Starting at 3rd level, you learn an additional spell when you
reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. Monster
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Slayer Magic, Hunter’s Sense, Slayer’s Prey 7th Supernatural Defense 11th Magic-User’s Nemesis 15th Slayer’s Counter Monster Slayer Magic Starting at 3rd level, you learn an additional spell when you
reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. Monster
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
without an army. Abishai of all colors nest in the sulfurous caves behind the skull, and scores of white abishai pour forth to counter any assault or invasion. The infernal war machine parked next to
also carries a soul coin.
Actions
Multiattack. Torogar makes three attacks: two with his scimitars and one with his horns.
Scimitar. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Tentacle attacks.
Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 10 (3d6) force damage. If the target is a creature, it must succeed on a
DC 17 Constitution saving throw or have the incapacitated condition until the end of its next turn.
Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Tentacle attacks.
Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 10 (3d6) force damage. If the target is a creature, it must succeed on a
DC 17 Constitution saving throw or have the incapacitated condition until the end of its next turn.
Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Tentacle attacks.
Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 10 (3d6) force damage. If the target is a creature, it must succeed on a
DC 17 Constitution saving throw or have the incapacitated condition until the end of its next turn.
Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
without an army. Abishai of all colors nest in the sulfurous caves behind the skull, and scores of white abishai pour forth to counter any assault or invasion. The infernal war machine parked next to
also carries a soul coin.
Actions
Multiattack. Torogar makes three attacks: two with his scimitars and one with his horns.
Scimitar. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
without an army. Abishai of all colors nest in the sulfurous caves behind the skull, and scores of white abishai pour forth to counter any assault or invasion. The infernal war machine parked next to
also carries a soul coin.
Actions
Multiattack. Torogar makes three attacks: two with his scimitars and one with his horns.
Scimitar. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit
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
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->Icewind Dale: Rime of the Frostmaiden
brightly lit by continual flame spells cast in wall sconces. Y19a. Main Entrance If the characters reach this area by ascending the strut at area Y6, read: Near the apex of the strut, the ceiling of
dispelled, read: Well-dressed revelers mill about, talking loudly to each other while servants carry bottles of wine and spirits around to refill their cups. Behind a rectangular counter, a bald, pale
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
brightly lit by continual flame spells cast in wall sconces. Y19a. Main Entrance If the characters reach this area by ascending the strut at area Y6, read: Near the apex of the strut, the ceiling of
dispelled, read: Well-dressed revelers mill about, talking loudly to each other while servants carry bottles of wine and spirits around to refill their cups. Behind a rectangular counter, a bald, pale
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
brightly lit by continual flame spells cast in wall sconces. Y19a. Main Entrance If the characters reach this area by ascending the strut at area Y6, read: Near the apex of the strut, the ceiling of
dispelled, read: Well-dressed revelers mill about, talking loudly to each other while servants carry bottles of wine and spirits around to refill their cups. Behind a rectangular counter, a bald, pale
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
counter near the wall.
Piles of moldy guano speckle the room’s surfaces. Bloated, vegetal bats with green-black vanes paddle through the air, feeding on insects. Every so often, a bat emits a noisy
chilled beverage tanks beneath the counter. With the press of a button, each nozzle can dispense up to 1 gallon of alcohol or a synthetic lubricating oil in a variety of flavors. The beverage tanks
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
counter near the wall.
Piles of moldy guano speckle the room’s surfaces. Bloated, vegetal bats with green-black vanes paddle through the air, feeding on insects. Every so often, a bat emits a noisy
chilled beverage tanks beneath the counter. With the press of a button, each nozzle can dispense up to 1 gallon of alcohol or a synthetic lubricating oil in a variety of flavors. The beverage tanks
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
counter near the wall.
Piles of moldy guano speckle the room’s surfaces. Bloated, vegetal bats with green-black vanes paddle through the air, feeding on insects. Every so often, a bat emits a noisy
chilled beverage tanks beneath the counter. With the press of a button, each nozzle can dispense up to 1 gallon of alcohol or a synthetic lubricating oil in a variety of flavors. The beverage tanks






