Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'cling while range'.
Other Suggestions:
coins while range
clone while range
climb while range
ceiling while range
coming while range
Monsters
Planescape: Adventures in the Multiverse
, range 30/90 ft., one target. Hit: 13 (2d12);{"diceNotation":"2d12", "rollType":"damage", "rollAction":"Havoc Flask", "rollDamageType":"fire"} fire damage. If the target is a creature, magical flames cling
":"2d8", "rollType":"damage", "rollAction":"Havoc Hammer", "rollDamageType":"fire"} fire damage. If the target is a creature, magical flames cling to it, causing it to take 3 (1d6);{"diceNotation":"1d6
Monsters
Dragonlance: Shadow of the Dragon Queen
":"Throwing Axe"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 14 (2d8 + 5);{"diceNotation":"2d8+5", "rollType":"damage", "rollAction":"Throwing Axe", "rollDamageType":"slashing"} slashing
free to pursue its own ends.
Skeletal knights are relentless in battle and difficult to destroy. They cling to the sins that curse them, and they fight until their skulls are reduced to shards. Their
Monsters
The Wild Beyond the Witchlight
Cling to Life (Recharges after a Long Rest). The first time Zargash would drop to 0 hit points as a result of taking damage, he instead drops to 1 hit point.
Special Equipment. Zargash wears a bat
":"Deathly Ray"} to hit, range 60 ft., one creature. Hit: 25 (4d10 + 3);{"diceNotation":"4d10+3","rollType":"damage","rollAction":"Deathly Ray","rollDamageType":"necrotic"} necrotic damage
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
+ 3) bludgeoning damage plus 9 (2d8) fire damage. If the target is a creature, magical flames cling to it, causing it to take 3 (1d6) fire damage at the start of each of its turns. Immediately after
taking this damage on its turn, the target can make a DC 13 Dexterity saving throw, ending the effect on itself on a successful save.
Havoc Flask. Ranged Weapon Attack: +4 to hit, range 30/90 ft
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
+ 3) bludgeoning damage plus 9 (2d8) fire damage. If the target is a creature, magical flames cling to it, causing it to take 3 (1d6) fire damage at the start of each of its turns. Immediately after
taking this damage on its turn, the target can make a DC 13 Dexterity saving throw, ending the effect on itself on a successful save.
Havoc Flask. Ranged Weapon Attack: +4 to hit, range 30/90 ft
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
accordingly. The rising sun is his symbol, and his colors are the rose, gold, and violet of the dawn. Lathander’s temples and shrines host a wide range of functions both municipal and personal. At such
new communities and the growth of civilization, as long as that civilization gives everyone the potential to succeed. They despise the undead, seeing them as both a corruption of the natural order and a disavowal of new beginnings, because undead cling to their old existence rather than moving on.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
accordingly. The rising sun is his symbol, and his colors are the rose, gold, and violet of the dawn. Lathander’s temples and shrines host a wide range of functions both municipal and personal. At such
new communities and the growth of civilization, as long as that civilization gives everyone the potential to succeed. They despise the undead, seeing them as both a corruption of the natural order and a disavowal of new beginnings, because undead cling to their old existence rather than moving on.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
pursue its own ends. Skeletal knights are relentless in battle and difficult to destroy. They cling to the sins that curse them, and they fight until their skulls are reduced to shards. Their blades
.
Throwing Axe. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Languages Common
Challenge 3 (700 XP) Proficiency Bonus +2
Cling to Life (Recharges after a Long Rest). The first time Zargash would drop to 0 hit points as a result of taking damage, he instead drops
target. Hit: 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 + 2) bludgeoning damage when used with two hands.
Deathly Ray. Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit: 25 (4d10 + 3
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
pursue its own ends. Skeletal knights are relentless in battle and difficult to destroy. They cling to the sins that curse them, and they fight until their skulls are reduced to shards. Their blades
.
Throwing Axe. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Languages Common
Challenge 3 (700 XP) Proficiency Bonus +2
Cling to Life (Recharges after a Long Rest). The first time Zargash would drop to 0 hit points as a result of taking damage, he instead drops
target. Hit: 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 + 2) bludgeoning damage when used with two hands.
Deathly Ray. Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit: 25 (4d10 + 3
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Glory of the Giants Myths, fairy tales, folklore, and fantasy literature throughout the real world depict a tremendous range of giants. Some tales suggest that the humans of past ages were gigantic
their puny relatives. In the worlds of Dungeons & Dragons, the story of the giants is a tragic one that echoes this whole range of fantasy and myth. Begotten by the mighty god Annam, who intended them
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Glory of the Giants Myths, fairy tales, folklore, and fantasy literature throughout the real world depict a tremendous range of giants. Some tales suggest that the humans of past ages were gigantic
their puny relatives. In the worlds of Dungeons & Dragons, the story of the giants is a tragic one that echoes this whole range of fantasy and myth. Begotten by the mighty god Annam, who intended them
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
named Doomcrown (see level 14). 11a. Stalactites and Stalagmites Rock Formations. Stalactites ranging in height from 10 to 20 feet cling to the cave roof, while stalagmites of similar size thrust up from
aim it, and one action to fire it. Each flame cannon has three casks of alchemist’s fire resting next to it. Flame Cannon. Ranged Weapon Attack: +4 to hit, range 60/240 ft., one target. Hit: 3 (1d6
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
named Doomcrown (see level 14). 11a. Stalactites and Stalagmites Rock Formations. Stalactites ranging in height from 10 to 20 feet cling to the cave roof, while stalagmites of similar size thrust up from
aim it, and one action to fire it. Each flame cannon has three casks of alchemist’s fire resting next to it. Flame Cannon. Ranged Weapon Attack: +4 to hit, range 60/240 ft., one target. Hit: 3 (1d6
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. In this dark comedy, three sailors, shipwrecked in the ocean, cling to a coffin. 4 The Lich King’s Revel. A lich king cannot decide which of his three living sons should rule his kingdom, so he throws
on stage, nervously rehearsing their lines from pages of a script. All three are commoners (neutral) with proficiency in the Performance skill and darkvision out to a range of 60 feet. In a pinch
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
constellations on the building’s outside wall shed dim light out to a range of 15 feet—just far enough to backlight the frost-covered statues that encircle it. Statues. Professor Skant can ascertain that the
H27 and H28, use the following boxed text to describe them: Icicles cling to the twenty-foot-high ceiling of this ice cavern. Embedded in the south wall is a domed, circular building made of seamless
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. In this dark comedy, three sailors, shipwrecked in the ocean, cling to a coffin. 4 The Lich King’s Revel. A lich king cannot decide which of his three living sons should rule his kingdom, so he throws
on stage, nervously rehearsing their lines from pages of a script. All three are commoners (neutral) with proficiency in the Performance skill and darkvision out to a range of 60 feet. In a pinch
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
constellations on the building’s outside wall shed dim light out to a range of 15 feet—just far enough to backlight the frost-covered statues that encircle it. Statues. Professor Skant can ascertain that the
H27 and H28, use the following boxed text to describe them: Icicles cling to the twenty-foot-high ceiling of this ice cavern. Embedded in the south wall is a domed, circular building made of seamless
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
missing. The interior of the sunken ship is a ruin. The decks have all but collapsed, creating a tangled maze where ooze and muck cling to sundered timbers and beams. An eerie, many-colored light
can range abroad, Syrgaul is forever trapped within the rift near the source of his dark unlife. As the characters explore this area, Syrgaul and one drowned blade rise from the pile of bones and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Karkolohk Locations (K8-K13) K8. Goblin Huts Ramshackle huts cling precariously to the rock face, their rope ladders swaying with every gust of wind.
These huts are secured to the rock face with
turn.
Fire Bolt (Cantrip). Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 5 (1d10) fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
ledges or cling to the high ceiling, attacking with their bows while staying out of the range of melee weapons. A drider retreats if reduced to 60 hit points or fewer. Drow Patrol The characters encounter
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
demons into serving their ends, while other sibriexes cling to their secrets, parceling out lore only when doing so would advance their plans. Demon Crafters. Sibriexes can channel the power of the
by 10 feet. 61–65 The target grows a whiplike tail, which it can use as a whip. 66–70 The target’s eyes turn black, and it gains darkvision out to a range of 120 feet. 71–75 The target swells, tripling
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Karkolohk Locations (K8-K13) K8. Goblin Huts Ramshackle huts cling precariously to the rock face, their rope ladders swaying with every gust of wind.
These huts are secured to the rock face with
turn.
Fire Bolt (Cantrip). Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 5 (1d10) fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
ledges or cling to the high ceiling, attacking with their bows while staying out of the range of melee weapons. A drider retreats if reduced to 60 hit points or fewer. Drow Patrol The characters encounter
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
demons into serving their ends, while other sibriexes cling to their secrets, parceling out lore only when doing so would advance their plans. Demon Crafters. Sibriexes can channel the power of the
by 10 feet. 61–65 The target grows a whiplike tail, which it can use as a whip. 66–70 The target’s eyes turn black, and it gains darkvision out to a range of 120 feet. 71–75 The target swells, tripling
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
giant crabs dwell in this cavern. Three are in plain sight on the rocky ledge to the northwest. Two crabs cling underwater to each span of net. Characters observing the water must roll a successful DC 14
of Fish Command. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
giant crabs dwell in this cavern. Three are in plain sight on the rocky ledge to the northwest. Two crabs cling underwater to each span of net. Characters observing the water must roll a successful DC 14
of Fish Command. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
and a third lidless eye blinded by cataracts. Five more cling to the walls and ceiling. The ceiling here is 10 feet high. The seven hungry ghasts that lair here fight to the death. The ghasts have
true seeing. This dark gift grants its beneficiary the benefits of truesight out to a range of 60 feet. These benefits last for 30 days, after which the dark gift vanishes. The eyes of the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
taken other precautions. Firefinger’s caves were formed by erosion and have ceilings that range from 7 to 10 feet high. Map 2.6: Firefinger Level 1. Abandoned Cave A ladder clinging to the south face of
. However, the chamber in the northeast corner is the lair of nine stirges, which cling to the 10-foot-high ceiling. They don’t react unless multiple characters enter their lair or someone brings in a torch
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
trait to cling to the walls and pounce on the first character to enter their lair. The vampires fight until two or more of their number are slain, whereupon the rest retreat to area H19 to make their
. Scores of icicles hang from the ceilings, which range in height from 15 to 30 feet. Southern Cave. Naturally formed stairs descend to the southernmost cave. Describe its contents as follows: This
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
and a third lidless eye blinded by cataracts. Five more cling to the walls and ceiling. The ceiling here is 10 feet high. The seven hungry ghasts that lair here fight to the death. The ghasts have
true seeing. This dark gift grants its beneficiary the benefits of truesight out to a range of 60 feet. These benefits last for 30 days, after which the dark gift vanishes. The eyes of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, and ceilings in patches. One patch of green slime covers a 5-foot square. Green slime has Blindsight with a range of 30 feet, and it drops from walls and ceilings when it detects movement below
(4d10) at levels 5–10, 55 (10d10) at levels 11–16, and 99 (18d10) at levels 17–20. Vicious Vine Nuisance Hazard (Levels 1–4) Vicious vines are animated by magic. They often cling to doorways, archways
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
trait to cling to the walls and pounce on the first character to enter their lair. The vampires fight until two or more of their number are slain, whereupon the rest retreat to area H19 to make their
. Scores of icicles hang from the ceilings, which range in height from 15 to 30 feet. Southern Cave. Naturally formed stairs descend to the southernmost cave. Describe its contents as follows: This
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, and ceilings in patches. One patch of green slime covers a 5-foot square. Green slime has Blindsight with a range of 30 feet, and it drops from walls and ceilings when it detects movement below
(4d10) at levels 5–10, 55 (10d10) at levels 11–16, and 99 (18d10) at levels 17–20. Vicious Vine Nuisance Hazard (Levels 1–4) Vicious vines are animated by magic. They often cling to doorways, archways