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                        Returning 15 results for 'clusters while range'.
                    
                
                        
                            
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                                        casters while range
                                    
                                
                                    
                                        clusters while ranger
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    ":"piercing"} piercing damage.
Fang Fling. Ranged Weapon Attack: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Fang Fling"} to hit, range 30/90 ft., one target. Hit: 11 (1d10 + 6
                                                
                                            
                                                
                                                     relief, but the teeth quickly regrow. Cunning maws use this phenomenon as a ready supply of weaponry, throwing clusters of teeth at their foes.
A maw of Yeenoghu charges at its prey on all fours with its mouth wide open, scraping the ground like a plow.
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    
Merfolk dwelling near an adult amethyst dragon;adult amethyst dragon's lair are under threat from sahuagin raiders.
2
Clusters of shrieker;shriekers serve as a warning system in the tunnels of an
                                                
                                            
                                                
                                                     dragon lairs frequently exhibit or develop large and beautiful clusters of amethyst crystals, including massive cathedral geodes split open to show their contents and clusters of crystal points more
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Spear"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2", "rollType":"damage
                                                
                                            
                                                
                                                     ages, it grows tougher and develops spore clusters on its body. Other vegepygmies defer to these so-called chiefs. A chief can expel its spores in a burst, infecting nearby creatures. If a creature
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     water and cultivate the fish that are their preferred food.
Amethyst dragon lairs frequently exhibit or develop large and beautiful clusters of amethyst crystals, including massive cathedral geodes
                                                
                                            
                                                
                                                     split open to show their contents and clusters of crystal points more than a foot in diameter that extend six to ten feet from the interior stone surfaces of the lair. These crystals resonate with the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    Vegepygmy Chief As a vegepygmy ages, it grows tougher and develops spore clusters on its body. Spore-bearing vegepygmies become chiefs. A vegepygmy chief can expel its spores in a burst, infecting
                                                
                                            
                                                
                                                    ., one target. Hit: 5 (1d6 + 2) slashing damage.
 Spear. 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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     clusters of teeth at their foes. A maw of Yeenoghu charges at its prey on all fours with its mouth wide open, scraping the ground like a plow. Daarken  Maw of Yeenoghu Huge Fiend (Demon), Typically
                                                
                                            
                                                
                                                     target. Hit: 19 (2d12 + 6) piercing damage.
 Fang Fling. Ranged Weapon Attack: +10 to hit, range 30/90 ft., one target. Hit: 11 (1d10 + 6) piercing damage.
 Gorging Charge (Recharge 5–6). The maw moves
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    ). Rain and snow fall only in the part of the plane nearest to the Plane of Water. Most of the Plane of Air is a complex web of air streams, currents, and winds called the Labyrinth Winds. These range from
                                                
                                            
                                                
                                                     make travel difficult. Here and there, ash clusters into floating realms where outlaws and fugitives take shelter. At the other end of the plane, near the Frostfell (the plane of ice that borders the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     few dozen feet, and the battering winds make travel difficult. Here and there, ash clusters into floating realms where outlaws and fugitives take shelter. Plane of Ice The Plane of Ice, also called
                                                
                                            
                                                
                                                     of Magma The boundary between the Plane of Earth and the Plane of Fire is a great range of volcanic mountains. The Plane of Magma, also called the Fountains of Creation, is home to azers, fire giants
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    . Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
 Vegepygmy Chief As a vegepygmy ages, it grows tougher and develops spore clusters on its body
                                                
                                            
                                                
                                                     hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
 Spear. 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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    : +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
 Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
 Primitive Plants
                                                
                                            
                                                
                                                     new moldies. Not the legacy most of us aspire to.
 — Elminster
 As a vegepygmy ages, it grows tougher and develops spore clusters on its body. Spore-bearing vegepygmies are deferred to by other
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    , congregating in steadings built of rough timber or in clusters of well-defended mud-and-wattle huts. Their skins are tan from lives spent lumbering up and down the hilly slopes and dozing beneath the
                                                
                                            
                                                
                                                     makes two greatclub attacks.
 Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
 Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     the Monster Manual), with the following modifications: The awakened zurkhwood has darkvision out to a range of 120 feet. If the awakened zurkhwood was created by a myconid sovereign, it can’t speak
                                                
                                            
                                                
                                                     with clusters of luminescent lichen and crusty, tumescent growths. Chamberlain of Zuggtmoy
 Large plant, chaotic evil
 Armor Class 13 (natural armor)
 Hit Points 45 (6d10 + 12)
 Speed 20 ft.
   STR
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     before the death kiss gets into melee range. Thus, out of self-preservation, a death kiss usually submits to the rule of a beholder that it encounters, though it might attempt to escape as soon as its
                                                
                                            
                                                
                                                     away or kills any gauths that enter its territory, but it might choose to enslave them and use them as lieutenants. Gauths are less xenophobic than beholders, so they might form small clusters and work
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
                                                    
                                                
                                            
                                                     following properties: Beherit’s skull is sapient and lawful evil, having an Intelligence of 22, a Wisdom of 18, and a Charisma of 19. It has hearing and darkvision within a range of 120 feet. The skull
                                                
                                            
                                                
                                                     an Intelligence of 20, a Wisdom of 22, and a Charisma of 17. It has hearing and darkvision within a range of 120 feet. It can speak Common and Abyssal. Its voice is a halting rasp that chokes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     center of a forest clearing. Bright green grass and colorful wildflowers blanket the ground. The toadstools range from the size of a finger to as large as a chair.
 Five figures sit on the largest
                                                
                                            
                                                
                                                     observed Juliana and Orlando during their travels and knows they’ve spent a great deal of time talking with the Gardener, who lives in a cave across the lake (see area G20). G8: Bears’ Range A cave toward
                                                
                                            
                                        






