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Returning 35 results for 'chilling with reach'.
Other Suggestions:
ceiling with reach
calling with reach
chilling with race
ceiling with race
Monsters
Monster Manual
Fear of Fire. If the yeti takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn.Multiattack. The yeti can use its Chilling Gaze and makes two
attacks, using Claw or Ice Throw in any combination.
Claw. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4
Monsters
Monster Manual
Fear of Fire. If the yeti takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn.Multiattack. The yeti can use its Chilling Gaze and makes two
attacks, using Claw or Ice Throw in any combination.
Claw. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 14 (2d6 + 7);{"diceNotation":"2d6+7
Monsters
Phandelver and Below: The Shattered Obelisk
Attack: +8;{"diceNotation":"1d20+8", "rollType":"spell", "rollAction":"Chilling Grasp"} to hit, reach 5 ft., one target. Hit: 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Chilling
Magic Resistance. Oshundo has advantage on saving throws against spells and other magical effects.Multiattack. Oshundo makes two Chilling Grasp or Arcane Bolt attacks.
Chilling Grasp. Melee Spell
Monsters
Fizban's Treasury of Dragons
Multiattack. The liondrake makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft., one
on a DC 15 Strength saving throw or be knocked prone.
Claw. Melee Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 11 (2d6
Monsters
Princes of the Apocalypse
Chilling Mist. While it is alive, the one-eyed shiver projects an aura of cold mist within 10 feet of itself. If the one-eyed shiver deals damage to a creature in this area, the creature also takes 5
(1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Chilling Mist","rollDamageType":"cold"} cold damage.
Spellcasting. The one-eyed shiver is a 5th-level spellcaster. Its spellcasting
Monsters
Bigby Presents: Glory of the Giants
Chilling Aura. A creature that starts its turn within 10 feet of the fury must succeed on a DC 20 Constitution saving throw or take 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction
":"Chilling Aura", "rollDamageType":"cold"} cold damage.
Magic Resistance. The fury has advantage on saving throws against spells and other magical effects.Multiattack. The fury makes two Fist or Rock
Monsters
Bigby Presents: Glory of the Giants
;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Spectral Touch"} to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7);{"diceNotation":"3d8+7", "rollType":"damage", "rollAction":"Spectral Touch
miniature spectral cloud acts as an ally of its creator but isn’t under its control.
Chilling Winds (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Chilling Winds"}. The
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, reach 5 ft., one target. Hit: 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Chilling Grasp", "rollDamageType":"cold"} cold damage, and the alhoon regains 14 hit points.
Arcane
Undead.Multiattack. The alhoon makes two Chilling Grasp or Arcane Bolt attacks.
Chilling Grasp. Melee Spell Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Chilling Grasp"} to hit
Monsters
Journeys through the Radiant Citadel
;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Talon"} to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3);{"diceNotation":"1d8+3","rollType":"damage","rollAction":"Talon","rollDamageType
Winds (Fiend Form Only; Recharge 5–6;{"diceNotation":"1d6","rollType":"recharge","rollAction":"Plague Winds"}). The tlacatecolo emits a chilling, disease-ridden wind in a 60-foot line that is 10 feet
Monsters
Bigby Presents: Glory of the Giants
.
Slam. Melee Weapon Attack: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Slam"} to hit, reach 20 ft., one target. Hit: 30 (4d10 + 8);{"diceNotation":"4d10+8", "rollType":"damage
, Piercing, and Slashing from Nonmagical AttacksChilling Mist. The cradle magically conjures a cloud of chilling mist that fills a 30-foot-radius sphere centered on a point it can see within 90 feet of
Monsters
Icewind Dale: Rime of the Frostmaiden
;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing
reduced to 0.
Claws (Vampire Form Only). Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Claws"} to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5);{"diceNotation
Monsters
Mordenkainen Presents: Monsters of the Multiverse
","rollAction":"Claws"} to hit, reach 15 ft., one target. Hit: 23 (4d6 + 9);{"diceNotation":"4d6+9","rollType":"damage","rollAction":"Claws","rollDamageType":"cold"} cold damage. If the target is Large or smaller
"} to hit, reach 20 ft., one creature. Hit: 14 (2d4 + 9);{"diceNotation":"2d4+9","rollType":"damage","rollAction":"Stinger","rollDamageType":"force"} force damage, and the target must succeed on a DC 21
Monsters
Mordenkainen Presents: Monsters of the Multiverse
","rollAction":"Claws"} to hit, reach 15 ft., one target. Hit: 23 (4d6 + 9);{"diceNotation":"4d6+9","rollType":"damage","rollAction":"Claws","rollDamageType":"cold"} cold damage. If the target is Large or smaller
"} to hit, reach 20 ft., one creature. Hit: 14 (2d4 + 9);{"diceNotation":"2d4+9","rollType":"damage","rollAction":"Stinger","rollDamageType":"force"} force damage, and the target must succeed on a DC 21
Monsters
Curse of Strahd
destroyed.
While he has 0 hit points in mist form, he can’t revert to his vampire form, and he must reach his coffin within 2 hours or be destroyed. Once in his coffin, he reverts to his vampire
which can be a bite attack.
Unarmed Strike (Vampire or Wolf Form Only). Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Unarmed Strike"} to hit, reach 5 ft., one
Yeti
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
that rely on smell.
Snow Camouflage. The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.Multiattack. The yeti can use its Chilling Gaze and makes two claw attacks
.
Claw. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4","rollType":"damage","rollAction
Abominable Yeti
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
that rely on smell.
Snow Camouflage. The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.Multiattack. The yeti can use its Chilling Gaze and makes two claw attacks.
Claw
. Melee Weapon Attack: +11;{"diceNotation":"1d20+11","rollType":"to hit","rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7);{"diceNotation":"2d6+7","rollType":"damage","rollAction
Alhoon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
effect that turns undead.Chilling Grasp. Melee Spell Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Chilling Grasp"} to hit, reach 5 ft., one target. Hit: 10 (3d6);{"diceNotation
":"3d6","rollType":"damage","rollAction":"Chilling Grasp","rollDamageType":"cold"} cold damage.
Mind Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Mind Blast "}. The
Spells
Tasha’s Cauldron of Everything
).
Chilling Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell’s level cold damage.
Dreadful Scream (1/Day). The spirit screams. Each
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
.
Actions
Multiattack. The yeti can use its Chilling Gaze and makes two claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) cold
damage.
Chilling Gaze. The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 13 Constitution saving throw against this magic or
Compendium
- Sources->Dungeons & Dragons->Monster Manual
attack rolls and ability checks until the end of its next turn.
Actions
Multiattack. The yeti can use its Chilling Gaze and makes two attacks, using Claw or Ice Throw in any combination.
Claw
. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d6 + 4) Slashing damage plus 3 (1d6) Cold damage.
Ice Throw. Ranged Attack Roll: +6, range 30/120 ft. Hit: 6 (1d4 + 4) Bludgeoning damage plus 2 (1d4) Cold
Compendium
- Sources->Dungeons & Dragons->Monster Manual
. If the yeti takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn.
Actions
Multiattack. The yeti can use its Chilling Gaze and makes two attacks
, using Claw or Ice Throw in any combination.
Claw. Melee Attack Roll: +11, reach 5 ft. Hit: 14 (2d6 + 7) Slashing damage plus 7 (2d6) Cold damage.
Ice Throw. Ranged Attack Roll: +11, range 60/240
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Multiattack. The liondrake makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a Medium or
smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Blood
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
ft., passive Perception 16
Languages Abyssal, Giant
Challenge 14 (11,500 XP) Proficiency Bonus +5
Chilling Aura. A creature that starts its turn within 10 feet of the fury must succeed on a DC
makes two Fist or Rock attacks.
Fist. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 10 (3d6) cold damage, or 17 (5d6) cold damage if the target
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
can use its Chilling Gaze and makes two claw attacks.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) cold damage.
Chilling Gaze. The
Compendium
- Sources->Dungeons & Dragons->Monster Manual
chilling breath, winter wolves pursue megafauna, arctic travelers, and any other creatures they catch on the tundra. Winter wolves are more intelligent than natural wolves and can speak. Most are
off your bones—you lot have been through it all. But good news, there’s a town full of warm hearths right over this rise.
You’ll never reach it, but at least your last thoughts will be warm.
—Koran
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
) force damage if it ends its turn inside an object.
Actions
Multiattack. The spectral cloud makes two Spectral Touch attacks.
Spectral Touch. Melee Weapon Attack: +12 to hit, reach 10 ft., one
rises as a miniature spectral cloud (use the specter stat block in the Monster Manual). The miniature spectral cloud acts as an ally of its creator but isn't under its control.
Chilling Winds
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, bolstering their allies with chilling war cries. Frost giants often travel far to find food and goods. This leads many to become raiders and earn violent reputations. Others live more peaceably by hunting
Languages Giant
CR 8 (XP 3,900; PB +3)
Actions
Multiattack. The giant makes two attacks, using Frost Axe or Great Bow in any combination.
Frost Axe. Melee Attack Roll: +9, reach 10 ft. Hit: 19 (2d12
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
feet until the start of that creature’s next turn.
Actions
Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down).
Chilling Rend. Melee Weapon Attack
: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell’s level cold damage.
Dreadful Scream (1/Day). The spirit screams. Each creature within 30 feet of it must
Compendium
- Sources->Dungeons & Dragons->Monster Manual
a water elemental’s features. Water Elemental Compositions 1d4 The Water Elemental’s Body Features... 1 Chilling or near-boiling temperatures. 2 Energetic effervescence. 3 Muddy, polluted, or
movement to do so.
Actions
Multiattack. The elemental makes two Slam attacks.
Slam. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage. If the target is a Medium or smaller
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
throws against any effect that turns Undead.
Actions
Multiattack. The alhoon makes two Chilling Grasp or Arcane Bolt attacks.
Chilling Grasp. Melee Spell Attack: +8 to hit, reach 5 ft., one target
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
). The vampire makes two attacks: one with its bite and one with its claws.
Bite (Hyena or Vampire Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing
lasts until the target finishes a long rest. the target dies if its hit point maximum is reduced to 0.
Claws (Vampire Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 23 (4d6 + 9) cold damage. If the target is Large or smaller, it is grappled (DC 24), and it is restrained until the grapple ends. Geryon can
grapple one creature at a time. If the target is already grappled by Geryon, the target takes an extra 27 (6d8) cold damage.
Stinger. Melee Weapon Attack: +16 to hit, reach 20 ft., one creature. Hit
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
its path. Aphelion ends its monologue with a chilling revelation: once its shipboard mission is satisfied, the supercomputer plans to rebuild its robot army and set the robots loose on the world to
from which the characters emerged and attack. The robots were previously unable to reach this level but followed the characters after they encountered the froghemoth. Servers. These massive, 20-foot
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the most advantageous position. Strahd knows when he’s in over his head. If he begins taking more damage than he can regenerate, he moves beyond the reach of melee combatants and spellcasters, or he
characters are in a residence, Strahd’s creatures break through doors and windows to reach them, or crawl up through the earth, or swoop down the chimney. The vampire spawn (all that’s left of a party
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
slots): sleet storm
Actions
Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
Crushing Wave Reaver The foot soldiers of the Crushing Wave
)
CHA
8 (−1)
Skills Athletics +4, Stealth +4
Senses passive Perception 10
Languages Common
Challenge 1/2 (100 XP)
Actions
Sharktoothed Longsword. Melee Weapon Attack: +4 to hit, reach 5






