Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'both both deceit currents reach'.
Other Suggestions:
both both descent current race
both both descent currently race
both both detect current reach
both both deneith current reach
both both descent currents race
Monsters
Quests from the Infinite Staircase
Arcane Burst. Melee or Ranged Spell Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Arcane Burst"} to hit, reach 5 ft. or range 120 ft., one target. Hit: 7 (1d10 + 2
speech with lies, even obvious ones. Such behavior isn’t rude among members, who view deceit as worthy of celebration, not chastisement.
Monsters
The Wild Beyond the Witchlight
use of Spellcasting.
Divine Radiance. Melee or Ranged Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"spell","rollAction":"Divine Radiance"} to hit, reach 5 ft. or range 60 ft., one target. Hit
","rollType":"to hit","rollAction":"+1 Quarterstaff"} to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3","rollType":"damage","rollAction":"+1 Quarterstaff","rollDamageType
Monsters
Quests from the Infinite Staircase
":"to hit", "rollAction":"Arcane Burst"} to hit, reach 5 ft. or range 120 ft., one target. Hit: 8 (1d10 + 3);{"diceNotation":"1d10+3", "rollType":"damage", "rollAction":"Arcane Burst", "rollDamageType
. Members whisper in the presence of outsiders and pepper their speech with lies, even obvious ones. Such behavior isn’t rude among members, who view deceit as worthy of celebration, not
Monsters
Mordenkainen Presents: Monsters of the Multiverse
attacks or two Telekinetic Strike attacks.
Slam. Melee Weapon Attack: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Slam"} to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8
giants who honor and emulate the craftiness and deceit of the deity Memnor above all else. They are tricksters supreme who use sleight of hand, deception, misdirection, and magic in their pursuit of
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
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
Curse of Strahd
","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType
led her down a path of evil and deceit. For that reason, Kasimir wants to see the vampire destroyed so that his sister can be rescued from her eternal damnation.
Secrets of the Amber Temple. Patrina
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
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
an ideal: that truth gives life to artistry and beauty, and that those who embrace deceit should be censured and punished. Light is her domain. Alignment. Lawful good. Personality Trait. “No one dies
on my watch—unless they stand against what I hold dear.” Ideal. “Truth begets art and beauty, while deceit does nothing but tear the fabric of our souls.” Bond. “Evildoers beware! Valor’s Call is
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->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->Princes of the Apocalypse
a require a hike to reach from the main trail that follows the gorge. One such location is known as the Shrine of the Tender Oath, a small retreat where devotees can dwell for a time and contemplate
and its allies sneaked into the shrine, used deceit and magic to overcome the few worshipers, and began digging. They have gone unnoticed by other dwarves in the region.
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
odds aren’t in their favor. A short retreat might be just the thing to reach a better tactical position, find allies, or to allow the yuan-ti the opportunity to study their opponents and
the gods or as food.
Depend on Deceit
Yuan-ti have no sense of honorable combat. They are naturally stealthy, and if they can sneak up on enemies, either in an ambush or to murder them in their sleep
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->Infernal Machine Rebuild
spread fear, suspicion, and deceit better than doppelgangers. Found in every land and culture, they can take on the guise of any individual of any race. Doppelganger
Medium monstrosity
melee attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Read Thoughts. The doppelganger magically reads the surface thoughts of 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->Monsters of the Multiverse
Cloud Giant Smiling One Smiling ones are cloud giants who honor and emulate the craftiness and deceit of the deity Memnor above all else. They are tricksters supreme who use sleight of hand
giant makes two Slam attacks or two Telekinetic Strike attacks.
Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage plus 5 (1d10) psychic damage
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->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->Monster Manual (2014)
spread fear, suspicion, and deceit better than doppelgangers. Found in every land and culture, they can take on the guise of any individual of any race. Stealing Secrets. A doppelganger’s adopted
attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Read Thoughts. The doppelganger magically reads the surface thoughts of one creature
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
using an action to open a flap at the top of the balloon, which allows the swamp gas to escape. To reach this flap, one must climb or fly to the top of the balloon, 20 feet above the basket. The balloon’s
rigging makes such a climb possible.
The vehicle has no form of propulsion, instead relying on the pilot’s ability to navigate air currents.
As long as the balloon or basket has at least 1 hit
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
own lives much too highly to risk them when the odds aren’t in their favor. A short retreat might be just the thing to reach a better tactical position, find allies, or to allow the yuan-ti the
uses, either as sacrifices to the gods or as food. Depend on Deceit Yuan-ti have no sense of honorable combat. They are naturally stealthy, and if they can sneak up on enemies, either in an ambush or
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage. If the damage reduces a creature to 0 hit points, that creature is stable but poisoned for 1 hour, even after
damage.
Triton Master of Waves 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
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Smiling ones are cloud giants who honor and emulate Memnor’s craftiness and deceit above all else. They are tricksters supreme who use sleight of hand, deception, misdirection, and magic in their
pursuit of wealth. They also possess a flair for unpredictability and a wicked sense of humor. While cloud giants expect a certain amount of trickery and deceit in their dealings with others of their kind
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
: control weather, gaseous form
Actions
Multiattack. The giant makes two morningstar attacks.
Morningstar. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing
triumphs of humanoid nations. Fixing wagers by interfering in the conflict causes the loss of the bet, but such deceit is considered to be cheating only if it is discovered. Otherwise, it is cleverness honoring Memnor.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the Sea. Sailors across the world claim that naiads know all the secret aquatic routes of Theros. Using this hidden system of currents and arteries, a ship might reach any destination in record time
.
Actions
Multiattack. The alseid makes two radiant touch attacks.
Radiant Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) radiant damage.
Lampad
(JASON FELIX
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
venture into her realm, and lays waste to villages or towns established within her reach. Olhydra erodes that which she can’t batter and drown; she is patient, retreating in the face of adversity only to
move through a space as narrow as 1 inch wide without squeezing.
Actions
Multiattack. Olhydra makes two slam attacks or two water jet attacks.
Slam. Melee Weapon Attack: +11 to hit, reach 10 ft
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
undersea fortress of King Hekaton is carved into a reef. Four rocky towers covered in barnacles and coral reach upward, and between them is a large sinkhole that descends into the heart of the fortress. A
natural phenomenon sometimes causes the ocean currents to form a great whirlpool with enough strength to draw ships down into it. These vessels are torn apart as they are pulled down, and the wreckage
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Lords of the Nine. To reach Nessus, one must descend through all eight layers above it in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one
deceit and manipulation, and their unhindered pursuit of their own agendas make them truly terrifying foes. A descent into the Nine Hells is a journey into the heart of evil. Every shred of evil is






