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Returning 21 results for 'clustered which range'.
Other Suggestions:
clustered which rage
Monsters
Eberron: Rising from the Last War
. or range 20/60 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2","rollType":"damage","rollAction":"Spear","rollDamageType":"piercing"} piercing damage, or 6 (1d8 + 2);{"diceNotation":"1d8+2
","rollType":"to hit","rollAction":"Hand Crossbow"} to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2","rollType":"damage","rollAction":"Hand Crossbow","rollDamageType
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
advancing the inscrutable schemes of their malevolent masters. But great hordes of dolgrims remain clustered in Khyber with the daelkyr, dreaming of the day when they will be released into Eberron to
. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
advancing the inscrutable schemes of their malevolent masters. But great hordes of dolgrims remain clustered in Khyber with the daelkyr, dreaming of the day when they will be released into Eberron to
. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
catches all of the drow off guard. The drow rush to defend the outpost from a possible attack. The demons initially buzz past the hanging towers, leaving the walkways and caverns out of range of the
way down. Reaching the lift requires getting past the drow clustered on the platform and then attempting to operate it during the attack, which might prove difficult. If you want to provide an
Compendium
- Sources->Dungeons & Dragons->Monster Manual
plus 17 (5d6) Poison damage, and the target has the Poisoned condition until the start of the assassin’s next turn.
Light Crossbow. Ranged Attack Roll: +7, range 80/320 ft. Hit: 8 (1d8 + 4
small plant, from forest bushes to clustered flowers. They often appear near awakened trees or in regions imbued with primal magic. Some have whimsical appearances or foliage resembling rudimentary
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
catches all of the drow off guard. The drow rush to defend the outpost from a possible attack. The demons initially buzz past the hanging towers, leaving the walkways and caverns out of range of the
way down. Reaching the lift requires getting past the drow clustered on the platform and then attempting to operate it during the attack, which might prove difficult. If you want to provide an
Compendium
- Sources->Dungeons & Dragons->Monster Manual
plus 17 (5d6) Poison damage, and the target has the Poisoned condition until the start of the assassin’s next turn.
Light Crossbow. Ranged Attack Roll: +7, range 80/320 ft. Hit: 8 (1d8 + 4
small plant, from forest bushes to clustered flowers. They often appear near awakened trees or in regions imbued with primal magic. Some have whimsical appearances or foliage resembling rudimentary
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Ribcage Gate Destination: Nine Hells of Baator Primary Citizens: Devils and Humanoids Ruler: Duchess Zelza Zurkbane Ribcage is the blackened heart of the Vale of the Spine, a jagged range of barren
Noteworthy Sites Ribcage consists of five districts clustered around the Citadel of Cinders. Buildings are constructed from iron or hewn from sharp stones, with size and ornamentation varying by wealth and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Ribcage Gate Destination: Nine Hells of Baator Primary Citizens: Devils and Humanoids Ruler: Duchess Zelza Zurkbane Ribcage is the blackened heart of the Vale of the Spine, a jagged range of barren
Noteworthy Sites Ribcage consists of five districts clustered around the Citadel of Cinders. Buildings are constructed from iron or hewn from sharp stones, with size and ornamentation varying by wealth and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
here. Three of them are using stone hammers to pound rusty nails through decrepit wooden planks. The other four are clustered in the middle of the room, passing around a scroll on which someone has
has darkvision out to a range of 60 feet, advantage on saving throws against poison, and resistance to poison damage. He has no weapons. Treasure. The goblins under Yek carry a total of 60 cp and 25 sp
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
here. Three of them are using stone hammers to pound rusty nails through decrepit wooden planks. The other four are clustered in the middle of the room, passing around a scroll on which someone has
has darkvision out to a range of 60 feet, advantage on saving throws against poison, and resistance to poison damage. He has no weapons. Treasure. The goblins under Yek carry a total of 60 cp and 25 sp
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
caustic, gelatinous ooze. Portions range from bite-sized nibbles to bottomless portal buffets worthy of a giant’s appetite. Grease Pit Grub. The following are some of the vendors one might encounter in the
Hive like a corpse from the grave. The Mortuary’s towers bear low, gloomy domes with buttresses bristling with blades and windowless vaults clustered around the structure’s base. Its dark, mournful
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
all but disappeared into the forest, although occasional reports reach civilization that they are still alive and can sometimes be seen clustered around the Grandfather Tree. Some sages postulate that
their most frequent targets are the caravans that come in and out of Mithral Hall.
Elk. The Elk are fierce raiders and savage killers throughout their nomadic range: the Evermoors and the plains east of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
all but disappeared into the forest, although occasional reports reach civilization that they are still alive and can sometimes be seen clustered around the Grandfather Tree. Some sages postulate that
their most frequent targets are the caravans that come in and out of Mithral Hall.
Elk. The Elk are fierce raiders and savage killers throughout their nomadic range: the Evermoors and the plains east of
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
caustic, gelatinous ooze. Portions range from bite-sized nibbles to bottomless portal buffets worthy of a giant’s appetite. Grease Pit Grub. The following are some of the vendors one might encounter in the
Hive like a corpse from the grave. The Mortuary’s towers bear low, gloomy domes with buttresses bristling with blades and windowless vaults clustered around the structure’s base. Its dark, mournful
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
east. A third sarcophagus that once stood in the north alcove lies shattered on the floor. Clustered in the middle of the room are four loathsome, hunched creatures. Each one has a single large, baleful
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->Icewind Dale: Rime of the Frostmaiden
.
Suspended from the ceiling of this chamber by a series of ropes and pulleys are six baskets. Clustered near the south wall are three wooden casks carved with Good Mead’s heraldic symbol: a drinking
.
If the cave bear has not been summoned elsewhere by the verbeeg, it sleeps in the western niche of this chamber until it detects intruders. It has brown fur and darkvision out to a range of 60 feet
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
.
Suspended from the ceiling of this chamber by a series of ropes and pulleys are six baskets. Clustered near the south wall are three wooden casks carved with Good Mead’s heraldic symbol: a drinking
.
If the cave bear has not been summoned elsewhere by the verbeeg, it sleeps in the western niche of this chamber until it detects intruders. It has brown fur and darkvision out to a range of 60 feet
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
east. A third sarcophagus that once stood in the north alcove lies shattered on the floor. Clustered in the middle of the room are four loathsome, hunched creatures. Each one has a single large, baleful
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->Tales from the Yawning Portal->a6
gems (worth 50 gp each). Cell Complex A number of small chambers are clustered around the center of this level of the stronghold. These rooms, labeled 1C through 14C, are cells meant to hold prisoners
that two poisoned darts fire upward from the inside when the lid is opened. Each dart has a range of 30 feet and a +8 bonus to hit. It deals 2 (1d4) piercing damage on a hit and subjects its victim
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
gems (worth 50 gp each). Cell Complex A number of small chambers are clustered around the center of this level of the stronghold. These rooms, labeled 1C through 14C, are cells meant to hold prisoners
that two poisoned darts fire upward from the inside when the lid is opened. Each dart has a range of 30 feet and a +8 bonus to hit. It deals 2 (1d4) piercing damage on a hit and subjects its victim