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Returning 35 results for 'collectively reach genies to her returner'.
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collective reach genies to her returner
Classes
Tasha’s Cauldron of Everything
. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach.
You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures
Classes
Tasha’s Cauldron of Everything
. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach.
You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures
Monsters
Bigby Presents: Glory of the Giants
Multiattack. The giant makes two Scythe or Soul Bolt attacks.
Scythe. Melee Weapon Attack: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Scythe"} to hit, reach 15 ft., one target
traveled to the Shadowfell in search of a way to preserve their collapsing empire. Desperate to save themselves and their way of life, they collectively made a bet with the Raven Queen, a mysterious
Monsters
Phandelver and Below: The Shattered Obelisk
"} to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4", "rollType":"damage", "rollAction":"Psi-Charged Scimitar", "rollDamageType":"slashing"} slashing damage plus 7 (2d6
evidenced by the goblin psi commander;goblin psi commanders and goblin psi brawler;goblin psi brawlers (see appendix A for descriptions of both) that make up their ranks. Collectively, the goblins call
Monsters
Candlekeep Mysteries
"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.Genasi have
strong ties to the Inner Planes and the blood of genies flowing through their veins. Like the marids of the Elemental Plane of Water, Zikran is turbulent and unpredictable.
He carries a handheld magic
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"Hoof"} to hit, reach 15 ft., one target. Hit: 10 (2d4 + 5);{"diceNotation":"2d4+5","rollType":"damage","rollAction":"Hoof","rollDamageType":"force"} force damage.
Horn. Melee Weapon Attack: +9
;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Horn"} to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5);{"diceNotation":"3d8+5","rollType":"damage","rollAction":"Horn","rollDamageType":"radiant
Monsters
Quests from the Infinite Staircase
Tentacle attacks, one Bite attack, and one Gore attack.
Barbed Tentacle. Melee Weapon Attack: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Barbed Tentacle"} to hit, reach 20 ft
at its full speed while dragging creatures it is grappling.
Bite. Melee Weapon Attack: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 19
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
":"Parasitic Tentacle"} to hit, reach 10 ft., one creature. Hit: 25 (6d6 + 4);{"diceNotation":"6d6+4","rollType":"damage","rollAction":"Parasitic Tentacle","rollDamageType":"piercing"} piercing damage plus
, the Night Serpent
4
Ghaunadaur
5
Zargon, the Returner
6
That Which Lurks
Necrotic, Poison
Monsters
Bigby Presents: Glory of the Giants
;{"diceNotation":"1d20+11", "rollType":"spell", "rollAction":"Soul Burst"} to hit, reach 10 ft. or range 120 ft., one target. Hit: 28 (4d10 + 6);{"diceNotation":"4d10+6", "rollType":"damage
Death Rune). Melee Spell Attack: +11;{"diceNotation":"1d20+11", "rollType":"spell", "rollAction":"Reaping Scythe"} to hit, reach 15 ft., one creature. Hit: 38 (7d10);{"diceNotation":"7d10", "rollType
Monsters
Guildmasters’ Guide to Ravnica
can choose to succeed instead.Life Drain. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Life Drain"} to hit, reach 5 ft., one creature. Hit: 18 (4d8);{"diceNotation
, they can collectively take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. Obzedat
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Those who overcome its challenges should reach 16th level. Whimsical even by Undermountain’s standards, the Caverns of Ooze offer DMs the rare opportunity to sing, should they wish to portray the genies on this level in the vein of characters from an animated feature film.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Those who overcome its challenges should reach 16th level. Whimsical even by Undermountain’s standards, the Caverns of Ooze offer DMs the rare opportunity to sing, should they wish to portray the genies on this level in the vein of characters from an animated feature film.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
geas spell on it, compelling it to serve Jarûk the dao and Ichthyglug the marid. The genies use Urm as an intermediary to communicate insults to one another, but the mephit has grown weary of the
genies’ game. It wants to be free of Halaster’s geas spell. Urm knows all about the competition between Jarûk and Ichthyglug, and tries to lead adventurers to both genies, one after the other. Urm offers
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Dao Dao are greedy, malicious genies from the Elemental Plane of Earth. They adorn themselves with jewelry crafted from precious gems and rare metals, and when they fly, their lower bodies become
something to gain, preferably treasure. Among the genies, dao are on speaking and trading terms with the efreet, but they have nothing but scorn for djinn and marids. Other races native to the Elemental Plane
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Dao Dao are greedy, malicious genies from the Elemental Plane of Earth. They adorn themselves with jewelry crafted from precious gems and rare metals, and when they fly, their lower bodies become
something to gain, preferably treasure. Among the genies, dao are on speaking and trading terms with the efreet, but they have nothing but scorn for djinn and marids. Other races native to the Elemental Plane
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
geas spell on it, compelling it to serve Jarûk the dao and Ichthyglug the marid. The genies use Urm as an intermediary to communicate insults to one another, but the mephit has grown weary of the
genies’ game. It wants to be free of Halaster’s geas spell. Urm knows all about the competition between Jarûk and Ichthyglug, and tries to lead adventurers to both genies, one after the other. Urm offers
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Adventure Summary The main antagonists of this story are three hags who collectively form the Hourglass Coven, which is described in appendix B. These hags are the adoptive sisters of Iggwilv, a
reach Prismeer. One of the many novelties of this adventure is that the characters can accomplish their goals without resorting to violence—but only if they’re clever. They can fight their way through the adventure as well, but the odds won’t always be in their favor.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Djinni Proud, sensuous genies from the Elemental Plane of Air, the djinn are attractive, tall, well-muscled humanoids with blue skin and dark eyes. They dress in airy, shimmering silks, designed as
toward mortals. Among genies, djinn deal coolly with efreet and marids, whom they view as haughty. They openly despise dao and strike against them with little provocation. Masters of the Wind. Masters of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Adventure Summary The main antagonists of this story are three hags who collectively form the Hourglass Coven, which is described in appendix B. These hags are the adoptive sisters of Iggwilv, a
reach Prismeer. One of the many novelties of this adventure is that the characters can accomplish their goals without resorting to violence—but only if they’re clever. They can fight their way through the adventure as well, but the odds won’t always be in their favor.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Marid Hailing from the Elemental Plane of Water, the marids are the most wondrous of genie-kind. Although all genies wield great power, even the lowliest marid sees itself as clearly superior to the
mere pretense on the part of the self-important marids. Marids treat all others — including other genies — as inferiors of various grades, ranging from poor cousins to petty annoyances. They tolerate
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Marid Hailing from the Elemental Plane of Water, the marids are the most wondrous of genie-kind. Although all genies wield great power, even the lowliest marid sees itself as clearly superior to the
mere pretense on the part of the self-important marids. Marids treat all others — including other genies — as inferiors of various grades, ranging from poor cousins to petty annoyances. They tolerate
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Djinni Proud, sensuous genies from the Elemental Plane of Air, the djinn are attractive, tall, well-muscled humanoids with blue skin and dark eyes. They dress in airy, shimmering silks, designed as
toward mortals. Among genies, djinn deal coolly with efreet and marids, whom they view as haughty. They openly despise dao and strike against them with little provocation. Masters of the Wind. Masters of
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Fire Genasi Traits Descended from efreet, the genies of the Elemental Plane of Fire, fire genasi channel the flamboyant and often destructive nature of flame. They show their heritage in their skin
bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Fire Resistance. You have resistance to fire damage. Reach to the Blaze. You know the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Fire Genasi Traits Descended from efreet, the genies of the Elemental Plane of Fire, fire genasi channel the flamboyant and often destructive nature of flame. They show their heritage in their skin
bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Fire Resistance. You have resistance to fire damage. Reach to the Blaze. You know the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
over the railing reveals crates in that area. There are no ladders here to reach the high bookshelves. (The wizards who built this place used mage hand spells.) All the books appear to have blank covers
memory is restored. A true seeing spell also allows one to see the magically obfuscated text. The tomes mostly contain vile, forbidden lore. Many spellbooks are hidden here, collectively holding every
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
over the railing reveals crates in that area. There are no ladders here to reach the high bookshelves. (The wizards who built this place used mage hand spells.) All the books appear to have blank covers
memory is restored. A true seeing spell also allows one to see the magically obfuscated text. The tomes mostly contain vile, forbidden lore. Many spellbooks are hidden here, collectively holding every
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Horrors Terrifying evils stalk, fly, and scuttle in the dark corners of Ravnica, from the depths of the undercity to the blackest parts of the night sky. Collectively, these creatures are called
on sight.
Actions
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 14 (4d6) psychic damage.
Frightening Screech (Recharge 5–6). The horror
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 10 (2d4 + 5) force damage.
Horn. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) radiant damage.
Sacred Fire. Ranged
-rin’s magic. The chosen location is almost always hard to reach, and only those mortals who have the tenacity to complete the daunting journey to a ki-rin’s lair can prove themselves worthy of
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 10 (2d4 + 5) force damage.
Horn. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) radiant damage.
Sacred Fire. Ranged
-rin’s magic. The chosen location is almost always hard to reach, and only those mortals who have the tenacity to complete the daunting journey to a ki-rin’s lair can prove themselves worthy of
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Horrors Terrifying evils stalk, fly, and scuttle in the dark corners of Ravnica, from the depths of the undercity to the blackest parts of the night sky. Collectively, these creatures are called
on sight.
Actions
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 14 (4d6) psychic damage.
Frightening Screech (Recharge 5–6). The horror
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
lions to get them ready to accompany Setessans in battle. Here men live and work alongside women, collectively training and caring for the animals that live here. Nessian Wood The vast wilderness of the
the earth, and some say they drink from the Rivers That Ring the World, the waters of the Underworld. All manner of wild and magical creatures dwell in the Nessian Wood, far from the reach of human
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
lions to get them ready to accompany Setessans in battle. Here men live and work alongside women, collectively training and caring for the animals that live here. Nessian Wood The vast wilderness of the
the earth, and some say they drink from the Rivers That Ring the World, the waters of the Underworld. All manner of wild and magical creatures dwell in the Nessian Wood, far from the reach of human
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the region’s typical climate. If Zargon dies, these effects fade over the course of 1d10 days. Zargon the Returner Huge Aberration, Lawful Evil
Armor Class 18 (natural armor)
Hit Points 253 (22d12
. Zargon makes two Barbed Tentacle attacks, one Bite attack, and one Gore attack.
Barbed Tentacle. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) piercing damage. If the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
connected to ravenous alien beings and serve as their feeding appendages. 5 Vestiges of an ancient evil that will return if grells collectively consume enough creatures. 6 Without souls, but convinced
grappling.
Actions
Multiattack. The grell makes one Beak attack and one Paralyzing Tentacles attack.
Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 11 (2d8 + 2) Piercing damage.
Paralyzing
Compendium
- Sources->Dungeons & Dragons->Monster Manual
connected to ravenous alien beings and serve as their feeding appendages. 5 Vestiges of an ancient evil that will return if grells collectively consume enough creatures. 6 Without souls, but convinced
grappling.
Actions
Multiattack. The grell makes one Beak attack and one Paralyzing Tentacles attack.
Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 11 (2d8 + 2) Piercing damage.
Paralyzing