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Returning 30 results for 'chivalry warded reach'.
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chivalry wander reach
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chivalry warned reach
Monsters
The Wild Beyond the Witchlight
":"1d20+5", "rollType":"to hit", "rollAction":"Glaive"} to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3);{"diceNotation":"1d10+3", "rollType":"damage", "rollAction":"Glaive", "rollDamageType
":"slashing"} slashing damage.Bullywug knights adhere to a code of chivalry. Their sense of honor compels these noble bullywugs to fight fairly and to insist that others do so as well.Croak of Charming
Monsters
Mordenkainen Presents: Monsters of the Multiverse
sleep.Multiattack. The statue makes two Slam or Rock attacks.
Slam. Melee Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Slam"} to hit, reach 10 ft., one target. Hit
temples and vaults to ensure that no enemy defiles, damages, or plunders these sites. If an enemy sets foot inside a warded location, the eidolon plunges into a statue specially prepared to house its
Monsters
Spelljammer: Adventures in Space
":"Energy Drain"} to hit, reach 5 ft. or range 30 ft., one creature. Hit: 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollAction":"Energy Drain","rollDamageType":"necrotic"} necrotic damage
vampirates conducts itself depends entirely on the mood and disposition of the captain. The crew of one ship might behave like a murderous mob, while another might abide by an ancient code of chivalry. One
Monsters
Van Richten’s Guide to Ravenloft
","rollType":"to hit","rollAction":"Pseudopod"} to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2","rollType":"damage","rollAction":"Pseudopod","rollDamageType":"necrotic"} necrotic
extinguish their horrific unlife, virtuous faiths and vigilant organizations (like the Order of the Guardians detailed in chapter 3) seal these viscous horrors in magically warded prisons. As ages pass
Monsters
Van Richten’s Guide to Ravenloft
air, food, drink, or sleep.Multiattack. The dullahan makes two attacks.
Battleaxe. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Battleaxe"} to hit, reach 5 ft
search of their severed heads or to quench their thirst for revenge.
Wicked knights or commanders in life, dullahans adhere to twisted codes of chivalry or soldiership. These fallen champions consider
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Bullywug Knight Bullywug knights adhere to a code of chivalry. Their sense of honor compels these noble bullywugs to fight fairly and to insist that others do so as well. Bullywug Knight
Medium
and its high jump is up to 10 feet, with or without a running start.
Actions
Multiattack. The knight makes two Glaive attacks.
Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
abide by an ancient code of chivalry. One captain might allow the crew of a plundered ship to live, while another might leave only flotsam and jetsam in the pirates’ wake. The captain is often
captain doesn’t require air or drink.
Actions
Energy Drain. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 30 ft., one creature. Hit: 22 (4d10) necrotic damage. A Humanoid reduced to 0
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, which is warded by all manner of spells. She uses a silver raven figurine of wondrous power to deliver messages to Harper spies scattered throughout the city. Remallia Haventree
Medium humanoid (elf
regains a number of hit points equal to twice the level of the spell.
Actions
Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. The swamp and the overgrown hills beyond are difficult terrain. At a normal pace, it takes the party a full day to reach Bathalang Puno (24 miles away), or half a day to reach Sorrow’s Zenith (12
miles away) and then two thirds of a day to reach Bathalang Puno (9 miles away; see the Player’s Handbook for details on travel pace). The entire region is also lightly obscured by foliage and haze
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
3) seal these viscous horrors in magically warded prisons. As ages pass, though, the knowledge of what these prisons contain and where some lie have been lost. And every imprisoned necrichor
Multiattack. The necrichor makes two attacks.
Pseudopod. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) necrotic damage, and the target must succeed on a DC 14
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. It has darkvision and truesight out to a range of 60 feet, but it can’t perceive any creature warded by a nondetection spell or similar magic. The skull can’t move or be moved from its space, and it
door, the golem prevents the door from being opened. The golem remains stationary and attacks creatures within its reach, returning to its original position only when no other creatures are left in the
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
Richten’s Guide to Ravenloft) seal these viscous horrors in magically warded prisons. As ages pass, though, the knowledge of what these prisons contain and where some lie have been lost. And every
Multiattack. The necrichor makes two attacks.
Pseudopod. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) necrotic damage, and the target must succeed on a DC 14 Constitution
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
devils, his palace warded by the spells of a thousand archmagi, his treasures guarded by red dragons and fire elementals. No one has plundered the efreeti’s fabled vaults and lived to tell the tale. By
attacks or uses its Hurl Flame twice.
Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) fire damage.
Hurl Flame. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
search of their severed heads or to quench their thirst for revenge.
Wicked knights or commanders in life, dullahans adhere to twisted codes of chivalry or soldiership. These fallen champions consider
Multiattack. The dullahan makes two attacks.
Battleaxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
that no enemy can gain a foothold against the gods’ cause through defilement or violence within these sites. If an enemy with such intent sets foot inside a warded location, the eidolon plunges into a
site. After doing so, the eidolon controls the construct as if it was its own body and uses its fists to drive back intruders, smashing and crushing anything it can reach. Undead Nature. An eidolon
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
temples and vaults to ensure that no enemy defiles, damages, or plunders these sites. If an enemy sets foot inside a warded location, the eidolon plunges into a statue specially prepared to house its soul
or Rock attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 43 (6d12 + 4) bludgeoning damage.
Rock. Ranged Weapon Attack: +8 to hit, range 60 ft./240 ft., one target. Hit: 37 (6d10 + 4) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells
divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Light Domain Spells table, you thereafter always have the listed spells prepared.
Light
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of the roof is gone from the belfry beneath the upthrust spire, but portions of the walls and their arched windows remain. A seaweed-tangled staircase descends deeper into the flooded tower.
Warded
unholy symbol of Tharizdun that the kraken bears, that energy accelerates the kraken’s growth and fuels its hostility. Normally such a beast would take decades to reach maturity, but Sgothgah’s magic
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
steps to reach the top, but those steps are warded against intruders (see below). Moreover, the Far Realm friends and the goblins fighting for Splugoth attempt to stop the characters from reaching the
. Reaching the Mesa As the characters fight, their primary goal will be to reach the top of the sandstone mesa, from which the orrery components and the ritual can be controlled. Characters can use the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, Everlast cautions them by saying, “That might be unwise, for the obelisk was damaged in the crash. Iriolarthas was unable to repair it.” If the characters ask Everlast how to reach Iriolarthas’s study
rounds, during which time the wall of force is suppressed. The first time this happens, the ice that coats the dome collapses. A character within reach of the crystal can use an action to pry it from
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
a natural cavern under Oztocan. Torches light the tunnel at 10-foot intervals. When the characters reach the cavern, read the following: Dampness hangs in the air, and fungus clings to the walls of
smuggle in. Stairs. The stairs ascend to area X14. Warded Door. The door to area X10 is warded by an alarm spell that mentally alerts Edino if anyone touches it. X10: Edino’s Study A hulking figure made
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the following melee weapon attack against a target of the DM’s choice: +10 to hit, reach 60 ft., one creature. Hit: 24 (6d6 + 3) acid damage. 3–4 Spores fill a 20-foot-radius sphere centered on a point
. Ancient mushrooms as large as trees loom overhead, and puddles of stinking goo dot the floor.
The spores from area L4 have fully incubated by the time the characters reach this location. Any
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
reach a Sorcerer level specified in the Psionic Spells table, you thereafter always have the listed spells prepared.
Psionic Spells Sorcerer Level Spells
3 Arms of Hadar, Calm Emotions
a vast and glorious system.
Level 3: Clockwork Spells When you reach a Sorcerer level specified in the Clockwork Spells table, you thereafter always have the listed spells prepared.
Clockwork
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
to strike at foes, using statistics similar to a ram (AC 15, 100 hit points, immunity to poison and psychic damage). Giant Fist. Melee Weapon Attack: +8 to hit, reach 15 ft., one object or creature
airship’s floor and railings are warded with elemental lightning, up to an area the size of half the ship’s upper deck. A character at the helm can activate this magic as a bonus action. Any creature making
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
falls to the ground below, taking 14 (4d6) bludgeoning damage in either event. When the characters reach the bottom, they see an open archway at the base of the stairs. Beyond this archway lies area H2
hemipsheres go dark again as soon as there are no longer any creatures in the room. Warded Door. The door in the center of the concave wall opens by sliding into the wall, but it’s sealed by powerful
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
treasure secured and removed from the city without drawing the attention of Neverwinter’s tax collectors. He tells the characters that the treasure is small but its container is warded, and that they should
(Stealth) checks to connive or sneak their way into the area. By pretending to be wealthy donors to the temple, they could also reach the basement with a donation of 20 gp for the party. Give any plan
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
must pick the locks of all four iron shackles (requiring a successful DC 15 Dexterity check for each). If it is freed, the glabrezu rampages, randomly attacking anyone in reach. Once free, it can cast
“rescuers.” Cells. Cells that confine demons hold the following creatures: Cell A. One hezrou Cell B. Eight quasits Cell C. Two vrocks Each cell has iron, rune-scribed bars (warded against demons
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
stairs have been warded with a magical alarm. When a creature ascends past the halfway point of the staircase, a magic mouth spell calls out in Dwarvish, “Alert! Alert! Intruders approach!” This sound
(8d8 + 16) hit points. She has additional traits: Multiattack. Nimira makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Nature. The golem doesn’t require air, food, drink, or sleep.
Actions
Multiattack. The golem makes two attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 27 (4d10 + 5
sarcophagus to face her, hoping to entice the characters to approach the magically warded sarcophagus at the bottom of the pit. Canopic Gallery. The gallery below the main platform houses eight canopic jars
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K86 but warded by teleport traps) A barred archway to the east (connecting with area K87) The high tower stair (area K18) or the shaft (area K18a) to the west Each crypt is sealed with a chiseled
scale the wall without the aid of magic or the use of a climber’s kit must make a successful DC 10 Strength (Athletics) check. Vault. When the characters reach the bottom of the shaft, read: At the






