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Returning 35 results for 'clients waking reach'.
Other Suggestions:
client warning reach
clings wearing reach
client waiting reach
client warping reach
client wearing reach
Monsters
Storm King's Thunder
Rapier. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Rapier"} to hit, reach 5 ft., one target. Hit: 4 (1d8);{"diceNotation":"1d8","rollType":"damage","rollAction
be wielding a melee weapon.
Roleplaying Information
Othovir is a gifted harness-maker who doesn’t talk about his family or where he came from. He cares about his business, his clients, and his
Monsters
Baldur’s Gate: Descent into Avernus
Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4);{"diceNotation":"1d4+4","rollType":"damage
signal them to deliver drinks to the table. If he wants poison added to his clients’ drinks, he has a secret sign for that. Hidden behind the bar is a small bottle containing four doses of
Species
Eberron: Rising from the Last War
gave Lyrandar considerable power. Now they reach out to the skies. Merely a decade old, Lyrandar airships have undermined the lightning rail’s domination of overland travel.
House Lyrandar also
controls the air in a literal way. The Raincallers’ Guild can use the Mark of Storms to control the weather for its clients.
For many of the house’s members, the house is more than a
Monsters
Fizban's Treasury of Dragons
;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 10 ft., one target. Hit: 32 (6d8 + 5);{"diceNotation":"6d8+5", "rollType":"damage", "rollAction":"Bite", "rollDamageType
":"Claw"} to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5);{"diceNotation":"2d8+5", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"necrotic"} necrotic damage.
Terrifying Breath (Recharge
Monsters
Bigby Presents: Glory of the Giants
any combination.
Slam. Melee Weapon Attack: +18;{"diceNotation":"1d20+18", "rollType":"to hit", "rollAction":"Slam"} to hit, reach 20 ft., one target. Hit: 36 (4d12 + 10);{"diceNotation":"4d12+10
inside it awakens. Among the mightiest creatures of all giantkind, the scion stands 80 feet tall. It often finds some relief in waking and being freed from its troubling dreams, so it doesn’t
Monsters
Fizban's Treasury of Dragons
;{"diceNotation":"1d20+13", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6);{"diceNotation":"2d10+6", "rollType":"damage", "rollAction":"Bite
;{"diceNotation":"1d20+13", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6);{"diceNotation":"2d6+6", "rollType":"damage", "rollAction":"Claw", "rollDamageType
Monsters
Fizban's Treasury of Dragons
;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5);{"diceNotation":"2d10+5", "rollType":"damage", "rollAction":"Bite
;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5", "rollType":"damage", "rollAction":"Claw", "rollDamageType
Monsters
Bigby Presents: Glory of the Giants
Flyby. The scion doesn’t provoke opportunity attack;opportunity attacks when it flies out of an enemy’s reach.
Legendary Resistance (6/Day). If the scion fails a saving throw, it can
", "rollAction":"Lightning Sword"} to hit, reach 30 ft., one target. Hit: 36 (4d12 + 10);{"diceNotation":"4d12+10", "rollType":"damage", "rollAction":"Lightning Sword", "rollDamageType":"force"} force damage
Monsters
Fizban's Treasury of Dragons
Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3);{"diceNotation":"2d8+3", "rollType":"damage
others is often difficult because I’m so easily distr… oh my goodness, is that circlet made of silver?
7
I find the waking world tedious and mundane and would much rather spend my
Monsters
Fizban's Treasury of Dragons
Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 10 ft., one target
", "rollAction":"Bite", "rollDamageType":"radiant"} radiant damage.
Claw. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 5 ft., one target. Hit
Monsters
Storm King's Thunder
+18","rollType":"to hit","rollAction":"Bite"} to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10);{"diceNotation":"2d10+10","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing
","rollAction":"Claw"} to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10);{"diceNotation":"2d6+10","rollType":"damage","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.
Tail. Melee
Monsters
Fizban's Treasury of Dragons
Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 10 ft., one target
", "rollAction":"Bite", "rollDamageType":"radiant"} radiant damage.
Claw. Melee Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 11
Ancient Gold Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +17;{"diceNotation":"1d20+17","rollType":"to hit","rollAction":"Bite"} to hit, reach 15 ft
","rollType":"to hit","rollAction":"Claw"} to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10);{"diceNotation":"2d6+10","rollType":"damage","rollAction":"Claw","rollDamageType":"slashing"} slashing
Adult Gold Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14;{"diceNotation":"1d20+14","rollType":"to hit","rollAction":"Bite"} to hit, reach 10 ft
","rollType":"to hit","rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8);{"diceNotation":"2d6+8","rollType":"damage","rollAction":"Claw","rollDamageType":"slashing"} slashing damage
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
any mundane vessel. Control of sea and river trade gave Lyrandar considerable power. Now they reach out to the skies. Merely a decade old, Lyrandar airships have undermined the lightning rail’s
domination of overland travel. House Lyrandar also controls the air in a literal way. The Raincallers’ Guild can use the Mark of Storms to control the weather for its clients. For many of the house’s
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Dreamer’s Reach Magic A creature who falls asleep or uses a feature such as an elf’s Trance trait at Dreamer’s Reach can call upon the magic of the place while sleeping, activating one of the
has ever been dreamed of. A creature who uses one of these properties can’t use either one again for 24 hours. On waking, the creature must succeed on a DC 10 Charisma saving throw or have the charmed
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Giant Necropolis Encounters tables in chapter 3. Starry Beacon A character who rests at Dreamer’s Reach dreams of a brilliant star falling from the sky. Images of the dream persist upon waking and
Dreamer’s Reach Adventures Here are sample adventure hooks to bring characters to Dreamer’s Reach or to give them missions to pursue there. Dreaming Key A cloud giant has taken control of Dreamer’s
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
considerable power. Now they reach out to the skies. Merely a decade old, Lyrander airships are already shifting the balance of power in overland travel, previously dominated by House Orien’s lightning rail
. House Lyrandar also controls the air in a more literal way. The Raincallers’ Guild can use the Mark of Storms to control the weather for its clients, but at a considerable price. House Lyrandar is
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
warm, clear nights, Laraelra moves tables, chairs, and lanterns onto this deck so that clients can drink and gamble under the stars. L3. Aftcastle The captain’s wheel and rudder are gone, leaving holes
and empty fixtures where they used to be. As with area L2, Laraelra sometimes moves tables, chairs, and lanterns onto this deck so that clients can be outdoors on nights when the weather is nice. Amrik
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
demons, titans, archdevils, lich archmages, and even avatars of the gods themselves. The dragons they encounter are wyrms of tremendous power, whose sleep troubles kingdoms and whose waking threatens
existence itself. Characters who reach 20th level have attained the pinnacle of mortal achievement. Their deeds are recorded in the annals of history and recounted by bards for centuries. Their
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
event occurs, then run the corresponding event, which is described below the table. Events can occur more than once. At the end of this time, continue with the “Waking Nightmares” section. Kollema Hall
, this magic has somehow activated early, causing a student the characters know to levitate unexpectedly, stranding them 50 feet in the air, out of reach of any solid objects. The student can’t move from
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
flames, lightning, or acid, it carries an otherworldly curse. The breath’s shadowy mist can induce waking nightmares. Ghost Dragon
Huge Undead, Any Alignment
Armor Class 10
Hit Points 324 (24d12
sleep.
Actions
Multiattack. The ghost dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 32 (6d8 + 5) cold damage, and the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
manipulate and deceive, and by the time they reach adulthood most have been involved in dozens of schemes and feuds, some of which persist well into adulthood. Even a gnome with a good heart and noble
out more dangerous adventures. 10 You’re peddling a life-extension scheme where clients are petrified by a medusa and then restored later. Zil Gnome Additionally, consider your relationship to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
smaller stations, in open terrain, or in cases of dire emergency. A typical airship can reach a speed of 20 miles per hour in clear skies carrying up to 30 tons of cargo. Airships are most often
employed by explorers and by wealthy travelers who demand luxury — clients who have a need to move quickly to places that might not be served by the lightning rail. Suppression. Although the elemental
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
weapons within reach. They awaken to sounds of combat in areas 16a or 16b. A creature that succeeds on a DC 10 Dexterity (Stealth) check can sneak about the room without waking the duergar.
wretched noise in this gods-forsaken place!” he says with a sneer. Clamped iron molds from areas 16a and 16b are brought here to cool. Once they reach room temperature (50 degrees Fahrenheit), Ghorso
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
that you receive your fee for contract work from outside clients. The contact is your first point of communication if you need to reach out to highly ranked members of the syndicate’s hierarchy. Roll or
syndicate as your group’s patron, you gain the following perks. Assignments. The syndicate doesn’t pay you directly, but it assigns you to particular tasks on behalf of its clients or the organization
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
spectral form straddling its prey. The ethereal hag fills her victim’s head with doubts and fears, in the hope of tricking it into performing evil acts in the waking world. The hag continues her nightly
enfeeblement, sleep
Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.
Actions
Claws (Hag Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
hit, reach 5 ft., one target. Hit: 26 (5d8 + 4) piercing damage. If the target is a Humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with lycanthropy. While cursed in this way
). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or have the prone condition
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
provides. A successful DC 16 Dexterity (Stealth) check allows a creature to cross the room quietly without waking the xorn, but the check is made with disadvantage if the creature is carrying coins or
attacks have a reach of 10 feet and deal 9 (1d8 + 5) slashing damage on a hit, and its bite attack deals 22 (5d6 + 5) piercing damage on a hit. Fake Cube. Although similar in appearance to the granite
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
dragon wyrmling), if they can free Aidron from his chains (see “Freeing Aidron” below). Any surviving kobolds and winged kobolds lurk here, but they stay out of combat if possible. See “Waking the
still take actions, such as biting or clawing an enemy that comes within his reach, but he knows Sparkrender is unaffected by his lightning Breath Weapon, so he doesn’t bother using it. He might use his
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
interested in talking at the moment. The pair are happy to talk after their game—but it will take 3 hours to reach its conclusion. A character who succeeds on a DC 16 Charisma (Persuasion) check convinces the
the shop. The next thing either of them remembered, they were waking up. Passersby found them near the shop and summoned a priest to aid them. Neither of the nobles knows who the woman was, and they
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
entrance in the observatory tower (area D5). CLEVER SOLUTIONS
The challenges characters face in this adventure can have more than one solution. For example, to reach the isolated study (area D4
(area D2). The kobolds have constructed a rough pulley lift so the wingless kobolds can reach this area when Sparkrender summons them. Rays of light dance across the remains of this tower’s stained
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, Dwarvish
Dwarven Resilience. Augrek has advantage on saving throws against poison.
Actions
Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning
)
CHA
16 (+3)
Skills Athletics +4, Insight +3, Survival +3
Senses passive Perception 11
Languages Common, Orc
Actions
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
giant’s waking hours are taken up with meeting its responsibilities, whether that is a low-ranking pursuit or an artistic one. A tribe’s chieftain or another leader such as a shaman determines when the
tribe’s guards and hunters are on or off duty. Other giants align their sleeping and waking schedules with stone giants higher in the ordning from whom they seek to learn. Masters of the arts can ask
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
fight with the town militia. Any character who succeeds on a DC 8 Dexterity (Stealth) check can creep around in the cave without waking the ogre. The character must repeat the check after disturbing an
. It otherwise uses the polar bear stat block. A character who succeeds on a DC 14 Dexterity (Stealth) check can sneak around in the cave without waking the bear, but only in the dark. A light source