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Returning 35 results for 'brutes beyond diffusing choosing reach'.
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Monsters
Monster Manual
damage since its last turn. The hydra regains 20 Hit Points when it grows new heads.
Reactive Heads. For each head the hydra has beyond one, it gets an extra Reaction that can be used only for
"}, reach 10 ft. Hit: 10 (1d10 + 5);{"diceNotation":"1d10+5", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing damage.
Magic Items
Dungeon Master’s Guide
1,000 GP each appear at your feet.
Jester. You have Advantage on D20 Tests for the next 72 hours, or you can draw two additional cards beyond your declared draws.
Key. A Rare or rarer magic weapon with
a minimum score of 1). You can draw one additional card beyond your declared draws.
Rogue. An NPC of the DM’s choice becomes Hostile toward you. You don’t know the identity of this NPC
Classes
Player’s Handbook
weapon techniques, and a well-equipped Fighter always has the right tool at hand for any combat situation. Likewise, a Fighter is adept with every form of armor. Beyond that basic degree of familiarity
As a Fighter, you gain the following class features when you reach the specified Fighter levels. These features are listed on the Fighter Features table.
Monsters
Eberron: Forge of the Artificer
Shackling Glyph if available.
Arcane Whip. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Arcane Whip"}, reach 10 ft. Hit: 13 (3d6 + 3);{"diceNotation":"3d6+3
storehouses, and even its infamous prison, Dreadhold. Some also serve as agents of the mysterious Ghorad’din, a secretive group of assassins and spies little known beyond the members of the house. Kundarak wardens are adept at bypassing security measures as well as reinforcing them.
Monsters
Heroes of the Borderlands
combination. It can replace one attack with a use of Drink Life.
Necrotic Sword. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Necrotic Sword"}, reach 5 ft. Hit: 6 (1d8 + 2
Points equal to the Necrotic damage taken.Wights are the withered corpses of relentless warriors whose wickedness sustains them beyond death. After dying and returning from the grave, a wight
Monsters
Forgotten Realms: Adventures in Faerûn
attacks. Alternatively, it makes two Tendril attacks and uses Consume once.
Tendril. Melee Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Tendril"}, reach 20 ft. Hit: 11
, ancient forests, and miasmic lagoons touched by Abyssal evil.
A spore of Moander has no grand agenda beyond spreading death and sorrow. Still, cultists of Moander look on these terrible creatures
Monsters
Lorwyn: First Light
one vine attack with a use of Spellcasting to cast Blindness/Deafness if available.
Vine. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Vine"}, reach 20 ft. Hit: 18
of nature are beyond the ken of most mortal beings—untamable, primal, and awe inspiring.
In the realm of Lorwyn-Shadowmoor, these beings take the forms of chimeric behemoths that combine the
Monsters
Lorwyn: First Light
Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 14 (2d8 + 5);{"diceNotation":"2d8+5", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing
through an empty village.
Incarnations of Nature
Incarnations of nature embody abstract ideas such as curiosity, relief, or terror. Incarnations of nature are beyond the ken of most mortal beings
Monsters
Forgotten Realms: Adventures in Faerûn
Multiattack. The dragon makes three Rend attacks.
Rend. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Rend"}, reach 10 ft. Hit: 11 (2d6 + 4);{"diceNotation":"2d6
dragons demand tribute from these groups in the form of food or treasure.
Underdark explorers have many reasons to brave deep dragon lairs beyond treasure hunting; they might contain the only surviving
Monsters
Forgotten Realms: Adventures in Faerûn
Rend. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Rend"}, reach 5 ft. Hit: 6 (1d8 + 2);{"diceNotation":"1d8+2", "rollType":"damage", "rollAction":"Rend
deep dragons demand tribute from these groups in the form of food or treasure.
Underdark explorers have many reasons to brave deep dragon lairs beyond treasure hunting; they might contain the only
Monsters
Forgotten Realms: Adventures in Faerûn
", "rollType":"roll", "rollAction":"Divine Immortality"} days, reviving with all its Hit Points in a place of Malar’s choosing.
Legendary Resistance (3/Day). If the beast fails a saving throw, it can
":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 23 (4d8 + 5);{"diceNotation":"4d8+5", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing damage.
Claws (Land or Sky Form
Monsters
Forgotten Realms: Adventures in Faerûn
;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Rend"}, reach 15 ft. Hit: 17 (2d10 + 6);{"diceNotation":"2d10+6", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing
Underdark societies, such as kuo-toa. Many deep dragons demand tribute from these groups in the form of food or treasure.
Underdark explorers have many reasons to brave deep dragon lairs beyond
Monsters
Forgotten Realms: Adventures in Faerûn
", "rollAction":"Rend"}, reach 10 ft. Hit: 18 (2d10 + 7);{"diceNotation":"2d10+7", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage plus 18 (4d8);{"diceNotation":"4d8
dracoliches, magically bound dragons to his service, and learned how to drive dragons across Faerûn into a berserk rage. He considered his intellect beyond morality and became paranoid, resentful, and
Monsters
Forgotten Realms: Adventures in Faerûn
":"1d20+13", "rollType":"to hit", "rollAction":"Corrosive Burst"}, reach 5 ft. or range 120 ft. Hit: 38 (5d12 + 6) Acid;{"diceNotation":"5d12+6", "rollType":"damage", "rollAction":"Corrosive Burst (Acid
).
Paralyzing Touch. Melee Attack Roll: +13;{"diceNotation":"1d20+13", "rollType":"to hit", "rollAction":"Paralyzing Touch"}, reach 5 ft. Hit: 16 (3d6 + 6);{"diceNotation":"3d6+6", "rollType":"damage
Monsters
Forgotten Realms: Adventures in Faerûn
;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Rend"}, reach 10 ft. Hit: 14 (2d8 + 5);{"diceNotation":"2d8+5", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing
dragon lairs beyond treasure hunting; they might contain the only surviving copies of forgotten lore, fungal ingredients for cures or plagues, or maps to lost Underdark locales.Deep Dragon Lairs
Deep
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.
Private Sanctum
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
dismiss it.
When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:
Sound can't pass through the barrier at the edge of the
increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.
Mordenkainen's Private Sanctum
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Player’s Handbook (2014)
dismiss it.
When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:
Sound can't pass through the barrier at the edge of the
increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.
Magic Items
Acquisitions Incorporated
powerful prognostication powers dutifully explained), you can exert your will to control its operation as a bonus action, choosing the result that appears after it lands as a means of gently coercing
the user toward a specific course of action. The creature flipping the coin can detect your manipulation with a successful DC 13 Wisdom (Insight) check.
Better Odds
When you reach rank 3, your
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
Magic Items
The Book of Many Things
. While wielding it, you also gain the following benefits:
Fool’s Feint. As a bonus action, you can feint, choosing a creature within 5 feet of you as your target. Until the start of your next
is within the attacker’s reach. Once this reaction has been used, it can’t be used again until the next dawn.
Dispel Evil and Good
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have
disadvantage on attack rolls against you.
You can end the spell early by using either of the following special functions.
Break Enchantment. As your action, you touch a creature you can reach that is
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
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
Gynosphinx
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
spells, using a spell slot as normal.A Sphinx’s Lair
A sphinx presides over an ancient temple, sepulcher, or vault, within which are hidden divine secrets and treasures beyond the reach of
.
Claw. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4","rollType":"damage
Tribal Warrior
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Spear"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1","rollType
used with two hands to make a melee attack.Tribal warriors live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods.
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
Hydra
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
.
Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Wakeful. While the hydra sleeps, at least one of its heads is
awake.Multiattack. The hydra makes as many bite attacks as it has heads.
Bite. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Bite"} to hit, reach 10 ft., one target
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
Backgrounds
Wayfinder's Guide to Eberron
the house assigns you a mission, it will usually provide you with the necessary supplies and transportation. Beyond this, you have many old friends, mentors, and rivals in your house, and you may
House agents are diverse. Consider the house you serve and the work you do when choosing characteristics.
D6
PERSONALITY TRAIT
1
I’m always looking to improve efficiency
Monsters
Mythic Odysseys of Theros
each head regrown in this way.
Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Wakeful. While the hydra sleeps, at least
, reach 15 ft., one target. Hit: 17 (2d10 + 6);{"diceNotation":"2d10+6","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.Five-headed ironscale hydras lurk in the
Monsters
Lost Laboratory of Kwalish
, within which are hidden divine secrets and treasures beyond the reach of mortals.
Lair Actions
On initiative count 20 (losing initiative ties), the sphinx can take a lair action to cause one of the
Intelligence saving throws.Multiattack. The sphinx makes two claw attacks.
Claw. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Claw"} to hit, reach 5 ft., one
Monsters
Strixhaven: A Curriculum of Chaos
.
Magic Flare. Melee or Ranged Spell Attack: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Magic Flare"} to hit, reach 5 ft. or range 60 ft., one target. Hit: 24 (3d12 + 5
equipment she is wearing or carrying, to an unoccupied space she can see within 60 feet of herself.The Oracle can take 3 legendary actions, choosing from the options below. Only one legendary action option






