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                        Returning 18 results for 'clubs with range'.
                    
                
                        
                            
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                                        class with ranger
                                    
                                
                                    
                                        class with rage
                                    
                                
                                    
                                        cube with range
                                    
                                
                                    
                                        class with rangers
                                    
                                
                                    
                                        clouds with ranger
                                    
                                
                        
                    
                
                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    
Q ā„ļø
Lock
J ā„ļø
Champion
2 ā„ļø
Coin*
A ♣ļø
Vulture*
K ♣ļø
Chaos
Q ♣ļø
Order
J ♣ļø
Beginning
2 ♣ļø
Mystery
                                                
                                            
                                                
                                                     draw from the deck again; together, the two draws count as one of your declared draws.
Night. You gain darkvision within a range of 300 feet. This darkvision lasts for 8 hours.
Order. You gain
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     the ground.
Rock. Ranged Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Rock"} to hit, range 60/120 ft., one target. Hit: 10 (1d8 + 6);{"diceNotation":"1d8+6","rollType
                                                
                                            
                                                
                                                     their hooves and clubs. Korreds typically flee from other creatures but become aggressive when they feel insulted or are annoyed by the sounds of mining.
No one knows the ways of stone and earth better
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     deck). As an action, you can draw a random card from this deck and throw it to make a ranged spell attack, using Dexterity for the attack roll. The card has a range of 30 feet. On a hit, it deals 1d4
                                                
                                            
                                                
                                                     Wild Cards
d4
Suit
Effect
1
♣ļø (Rods)
The card explodes in a burst of fire. The target and each creature within 5 feet of it must succeed on a DC 15 Dexterity saving throw or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
 Fire Eater Actions
 Multiattack. The fire eater makes two attacks with its bladed chain.
 Bladed Chain. Melee Weapon Attack
                                                
                                            
                                                
                                                     DESCHAMPS
 JUDITH, THE SCOURGE DIVA
 Judith appears at Rakdos clubs and street shows as a singer and performance artist, combining dark soliloquies and bizarre pain stunts. Sheās the grande dame of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     as clubs. Sunder Shaman
 Huge giant, chaotic neutral
 Armor Class 20 (stone armor)
 Hit Points 138 (12d12 + 60)
 Speed 40 ft.
   STR
 23(+6)
 
  DEX
 15(+2)
 
  CON
 21(+5)
 
  INT
 10
                                                
                                            
                                                
                                                     Attack: +10 to hit, reach 15 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage.
 Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     who speak Common and Dwarvish; being dwarves, they have darkvision out to a range of 60 feet and resistance to poison damage. They carry ice picks (1d4 piercing damage) instead of clubs. Each dwarf is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     tribe of korreds gathers weekly to perform ceremonial dances, beating out rhythms on stone with their hooves and clubs. Korreds typically flee from other creatures but become aggressive when they
                                                
                                            
                                                
                                                     hit, range 60/120 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage, or 19 (3d8 + 6) bludgeoning damage if the korred is on the ground.
 Spellcasting. The korred casts one of the following spells
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ). They often gather with other korreds to perform ceremonial dances, beating out rhythms on stone with their hooves and clubs. In the depths of the Material Plane, korreds typically flee from other
                                                
                                            
                                                
                                                    ., one target. Hit: 10 (1d8 + 6) bludgeoning damage, or 19 (3d8 + 6) bludgeoning damage if the korred is on the ground.
 Rock. Ranged Weapon Attack: +9 to hit, range 60/120 ft., one target. Hit: 10
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     with barred doors of rusted iron.
 Grimlocks. Six grimlocks terrorize the prisoners in the cells by reaching between the bars with bone clubs. (They donāt have keys to unlock the cells.)
 Tārissa
                                                
                                            
                                                
                                                     darkvision out to a range of 60 feet. She has advantage on saving throws against being charmed, and magic canāt put her to sleep. Add ray of frost to her list of known cantrips. Her spellbook and her arcane focus were taken from her. (The characters can find them in area 20b.)
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                    , they can fight with prop weapons that function as clubs. The actors are working off debts to Endelyn and arenāt looking for trouble. They are as follows: Elanys, a female Silvanesti (high elf) from a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     tribe of korreds gathers weekly to perform ceremonial dances, beating out rhythms on stone with their hooves and clubs. In the depths of the Material Plane, korreds typically flee from other creatures
                                                
                                            
                                                
                                                     target. Hit: 10 (1d8 + 6) bludgeoning damage, or 19 (3d8 + 6) bludgeoning damage if the korred is on the ground.
 Rock. Ranged Weapon Attack: +9 to hit, range 60/120 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage, or 24 (4d8 + 6) bludgeoning damage if the korred is on the ground.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     skull which is Snurreās own device, flanked by fire giants with clubs over their shoulders. The northern one of these inlaid giant-images conceals a secret door hidden in the wall; a cresset to the left
                                                
                                            
                                                
                                                     forward, backward, and to each side. Each spike has a range of 15 feet and a +11 bonus to hit, dealing 7 (2d6) piercing damage on a hit. Anyone within 15 feet of the chest might be hit. With a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     broad range of subjects. Six of the tomes in her library are of considerable worth (see āTreasureā). These valuable tomes are kept on the highest shelves, 25 feet above floor level, and are enormous
                                                
                                            
                                                
                                                     neutral alignment. Each child has a Strength score of 14 (+2). They speak Giant, though their vocabulary is limited. They wield wooden toys as clubs, gaining a +4 bonus to hit on their melee weapon
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     other four hill giants regroup with the ogres and goblins lurking outside Goldenfields. The giants leave behind their greatclubs, since they canāt climb the walls with their clubs in hand. A handful
                                                
                                            
                                                
                                                     cord that releases the sling and hurls the projectile through the air. Goblin Projectile. Ranged Weapon Attack: +3 to hit, range 150/600 ft. (canāt hit targets within 30 feet of the hucker), one target
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     not carrying light sources, they can try to hide from these Barovians, who carry pitchforks (+2 to hit) instead of clubs, dealing 3 (1d6) piercing damage on a hit. Barovian commoners rarely leave
                                                
                                            
                                                
                                                     without so much as a farewell. They wield light crossbows (+4 to hit, range 80/320 ft.) instead of longbows, dealing 6 (1d8 + 2) piercing damage on a hit. STRAHD'S SPIES
 As the undisputed master of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     can warn the characters about what lies in areas 15, 16, and 17. 15. Weapons Cave Herein are stored sixty-two throwing rocks, eight shields, fifteen spears, five clubs, and five helmets, all of frost
                                                
                                            
                                                
                                                     shield is taken down from the wall, that act releases a spear trap that fires straight ahead to a range of 60 feet. The spear has a +10 bonus to hit and deals 10 (3d6) piercing damage on a hit. The trap
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     (+3) and darkvision out to a range of 60 feet. He or she speaks Common and Dwarvish. He or she has advantage on saving throws against poison and resistance to poison damage. He or she wields a battleaxe
                                                
                                            
                                                
                                                     dragon bones juts from the head, neck, back, and tail of the mound. Enormous cairns encircle the mound out to a range of a quarter mile. Beneath them lie the bones of revered Thunderbeast tribal
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                    , are armed with clubs, axes, daggers, and various cast-off weapons, as well as seven highly prized crossbows. They obtain food from raids, supplemented by fungus they find in a subterranean cave
                                                
                                            
                                                
                                                     spot to raise their young. The adults use the statistics for giant crocodiles, except that they have a climbing speed of 30 feet, no swimming speed, and darkvision out to a range of 60 feet. Their four
                                                
                                            
                                        






