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Returning 27 results for 'churns with reach'.
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courts with reach
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Monsters
Fizban's Treasury of Dragons
":"to hit", "rollAction":"Claw"} to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4);{"diceNotation":"1d8+4", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage plus 5
", "rollAction":"Tail"} to hit, reach 15 ft., one target. Hit: 10 (1d12 + 4);{"diceNotation":"1d12+4", "rollType":"damage", "rollAction":"Tail", "rollDamageType":"bludgeoning"} bludgeoning damage. If the target
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
-sided pyramid that mirrors the shape of the vault. Engraved into each sepulcher’s double doors is a four-armed gargoyle, poised to attack. A pool of dark liquid churns in the center of the floor.
Each
floor 3, they can reach floor 1 by traveling north, floor 4 by going southwest, and floor 1 by traveling southeast. If the characters are on floor 4, they can reach floor 3 by traveling south, floor 1 by going northwest, and floor 2 by traveling northeast.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
-sided pyramid that mirrors the shape of the vault. Engraved into each sepulcher’s double doors is a four-armed gargoyle, poised to attack. A pool of dark liquid churns in the center of the floor.
Each
floor 3, they can reach floor 1 by traveling north, floor 4 by going southwest, and floor 1 by traveling southeast. If the characters are on floor 4, they can reach floor 3 by traveling south, floor 1 by going northwest, and floor 2 by traveling northeast.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
churns icebergs and floes in a deadly tumult, like winter grinding its teeth in anticipation of its next freezing assault. Trapped in winter’s cold embrace, nomadic humans follow herds of reindeer
fierce tundra yeti. Despite the unnatural cold and other dangers, people still brave the journey to reach this harsh winterscape, searching for opportunity and adventure. The goblin fortress of Karkolohk perches atop a rocky spur in the foothills of the Spine of the World
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
churns icebergs and floes in a deadly tumult, like winter grinding its teeth in anticipation of its next freezing assault. Trapped in winter’s cold embrace, nomadic humans follow herds of reindeer
fierce tundra yeti. Despite the unnatural cold and other dangers, people still brave the journey to reach this harsh winterscape, searching for opportunity and adventure. The goblin fortress of Karkolohk perches atop a rocky spur in the foothills of the Spine of the World
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
transformation erases the last vestiges of its previous life. It sprouts a tail and clumsy wings and grows to enormous size, barely retaining a bipedal shape. Its stomach churns with acid, causing noxious fumes
. The abomination makes three attacks using Claw, Acidic Spit, or a combination of them. It can replace one of the attacks with a Tail attack.
Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
transformation erases the last vestiges of its previous life. It sprouts a tail and clumsy wings and grows to enormous size, barely retaining a bipedal shape. Its stomach churns with acid, causing noxious fumes
. The abomination makes three attacks using Claw, Acidic Spit, or a combination of them. It can replace one of the attacks with a Tail attack.
Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one
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->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->Tomb of Annihilation
ambushes the characters if they try to ford the river here. The fallen trunk is wide enough for two Medium creatures to pass each other safely. Under the tree, the water churns toward the falls 200
feet downriver. A creature that tumbles into the river or tries to swim across it must succeed on a DC 14 Strength (Athletics) check to reach the bank. If the check fails, the current pulls the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
ambushes the characters if they try to ford the river here. The fallen trunk is wide enough for two Medium creatures to pass each other safely. Under the tree, the water churns toward the falls 200
feet downriver. A creature that tumbles into the river or tries to swim across it must succeed on a DC 14 Strength (Athletics) check to reach the bank. If the check fails, the current pulls the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
churns again, and more eruptions burst through the streets all around you. From these sites sprout smaller crystalline vines that uproot themselves and begin lurching through the streets, driving
blight doesn’t require air or sleep.
Actions
Multiattack. The blight makes two Heat-Draining Vine attacks.
Heat-Draining Vine. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
churns again, and more eruptions burst through the streets all around you. From these sites sprout smaller crystalline vines that uproot themselves and begin lurching through the streets, driving
blight doesn’t require air or sleep.
Actions
Multiattack. The blight makes two Heat-Draining Vine attacks.
Heat-Draining Vine. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6
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->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->Vecna: Eve of Ruin
Landro. Suddenly, Chandry cries out with joy and sprints toward the colossus. When the ghost comes within arm’s reach of Landro, it blinks out of existence. Chandry then reappears at the bottom of the
graymatter engine still churns with arcane power. Crafted from experimental designs based on unfamiliar technology, the graymatter engine converts the power of the third Rod of Seven Parts piece into magical
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Landro. Suddenly, Chandry cries out with joy and sprints toward the colossus. When the ghost comes within arm’s reach of Landro, it blinks out of existence. Chandry then reappears at the bottom of the
graymatter engine still churns with arcane power. Crafted from experimental designs based on unfamiliar technology, the graymatter engine converts the power of the third Rod of Seven Parts piece into magical
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
structure is mostly opaque except for its windows. Anyone who looks through a carriage window spots an ornate glass key resting on the seat inside. To reach the key, a character must smash a window or
dark clouds churns below. A marble tower rising from the maelstrom is encircled by seven turrets. Four stone staircases extend from the outer areas of the palace to the tower, each one part of a
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the battlements along the toppled tower’s roof. It churns with muddy knobs that emerge and collapse into the tower, just like the tower’s base in area G14. Two grimlocks diligently work to batter
, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it has the grappled condition (escape DC 16) and must succeed on a DC 16 Intelligence saving throw or
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the battlements along the toppled tower’s roof. It churns with muddy knobs that emerge and collapse into the tower, just like the tower’s base in area G14. Two grimlocks diligently work to batter
, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it has the grappled condition (escape DC 16) and must succeed on a DC 16 Intelligence saving throw or
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
structure is mostly opaque except for its windows. Anyone who looks through a carriage window spots an ornate glass key resting on the seat inside. To reach the key, a character must smash a window or
dark clouds churns below. A marble tower rising from the maelstrom is encircled by seven turrets. Four stone staircases extend from the outer areas of the palace to the tower, each one part of a
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
slowly as they hold up suns, planets, and comets. The chamber’s west wall churns with a green-and-silver rift about five feet across showing a corridor intersection beyond. Desiccated creatures
.
Chilling Grasp. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (4d6) cold damage, and Oshundo regains 14 hit points if the target is a creature.
Arcane Bolt. Ranged Spell Attack: +8 to
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
slowly as they hold up suns, planets, and comets. The chamber’s west wall churns with a green-and-silver rift about five feet across showing a corridor intersection beyond. Desiccated creatures
.
Chilling Grasp. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (4d6) cold damage, and Oshundo regains 14 hit points if the target is a creature.
Arcane Bolt. Ranged Spell Attack: +8 to
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
who examine the floor can see an empty basement through the 1-inch cracks between the floorboards. The basement has a tunnel exiting to the east, toward area T8. The easiest way to reach this tunnel
east wall. T22: Vortex Bridge A dull roar fills this hexagonal chamber. A bridge consisting of engraved, colored limestone tiles stretches between two ledges. A pitch-black vortex of energy churns
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
who examine the floor can see an empty basement through the 1-inch cracks between the floorboards. The basement has a tunnel exiting to the east, toward area T8. The easiest way to reach this tunnel
east wall. T22: Vortex Bridge A dull roar fills this hexagonal chamber. A bridge consisting of engraved, colored limestone tiles stretches between two ledges. A pitch-black vortex of energy churns
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the Reghed Glacier rise up in the east like prison walls. The towering, snow-capped peaks of the Spine of the World loom to the south. To the north and west, the Sea of Moving Ice churns bergs and floes
they are told. Kheldell Path Ox-drawn carts laden with cut timber from Kheldell use a well-worn trail called Kheldell Path to reach Red Larch, and from there the communities north and south along the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the Reghed Glacier rise up in the east like prison walls. The towering, snow-capped peaks of the Spine of the World loom to the south. To the north and west, the Sea of Moving Ice churns bergs and floes
they are told. Kheldell Path Ox-drawn carts laden with cut timber from Kheldell use a well-worn trail called Kheldell Path to reach Red Larch, and from there the communities north and south along the