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Returning 30 results for 'communal with reach'.
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commune with reach
communed with reach
Monsters
Quests from the Infinite Staircase
Pickaxe. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Fortified Pickaxe"} to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4", "rollType
":"damage", "rollAction":"Fortified Pickaxe", "rollDamageType":"force"} force damage. If the target is a Construct or an object, the attack is automatically a critical hit.
Communal Spellcasting (2/Day
Monsters
Dragons of Stormwreck Isle
: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Fist"} to hit, reach 5 ft., one target. Hit: 8 (3d4 + 1);{"diceNotation":"3d4+1", "rollType":"damage", "rollAction":"Fist
adult;Adult myconids live and work together in colonies and practice a form of communal meditation called a meld, in which they seek to transcend mundane reality through shared hallucination.
Myconid leaders like Sinensa use their Hallucination Spores to help myconids create melds.
Monsters
Baldur’s Gate: Descent into Avernus
;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Sting"} to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4);{"diceNotation":"1d8+4","rollType":"damage","rollAction":"Sting","rollDamageType
.
Sword Talons. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Sword Talons"} to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4","rollType
Monsters
Candlekeep Mysteries
hit","rollAction":"Tongue"} to hit, reach 5 ft., one Medium or smaller creature. Hit: The target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the grippli can&rsquo
;t grab another creature.
Trident. Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Trident"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5
Monsters
Storm King's Thunder
;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Greatsword"} to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4);{"diceNotation":"4d6+4","rollType":"damage","rollAction":"Greatsword
communal creches once they are weaned, never to recognize them again. Yakfolk feel no loyalty to their families—only to their god and race.
Skin Crawlers. A yakfolk’s most frightening
Monsters
Storm King's Thunder
":"1d20+5","rollType":"to hit","rollAction":"Quarterstaff"} to hit, reach 5 ft., one target: Hit: 10 (2d6 + 3);{"diceNotation":"2d6+3","rollType":"damage","rollAction":"Quarterstaff","rollDamageType
parents pack children off to communal creches once they are weaned, never to recognize them again. Yakfolk feel no loyalty to their families—only to their god and race.
Skin Crawlers. A yakfolk
Monsters
Mordenkainen's Fiendish Folio Volume 1
Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Claw"} to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4","rollType":"damage","rollAction":"Claw
silver is done, crab folk gather the treasures they have won and place them at the feet of a simple effigy of their hag creator, made from driftwood and other scrap and kept in their communal lair. The
Monk
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, knocking their blows aside and sending them reeling, until at last she stands alone. Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging orcs reach him, he
adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don’t undertake it lightly. Those who leave their cloisters take their work
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
condition.
Fortified Pickaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) force damage. If the target is a Construct or an object, the attack is automatically a critical hit
.
Communal Spellcasting (2/Day). The pech works with three or more pechs to cast spells, requiring no spell components and using Wisdom as the spellcasting ability (save DC 12). If at least three
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
throw or have the prone condition.
Fortified Pickaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) force damage. If the target is a Construct or an object, the attack is
automatically a critical hit.
Communal Spellcasting (2/Day). The pech works with three or more pechs to cast spells, requiring no spell components and using Wisdom as the spellcasting ability (save
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
throw or have the prone condition.
Fortified Pickaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) force damage. If the target is a Construct or an object, the attack is
automatically a critical hit.
Communal Spellcasting (2/Day). The pech works with three or more pechs to cast spells, requiring no spell components and using Wisdom as the spellcasting ability (save
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
condition.
Fortified Pickaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) force damage. If the target is a Construct or an object, the attack is automatically a critical hit
.
Communal Spellcasting (2/Day). The pech works with three or more pechs to cast spells, requiring no spell components and using Wisdom as the spellcasting ability (save DC 12). If at least three
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
paying for rooms at the Steady Beacon. Reinforcements A couple hours later, several wagons and a contingent of soldiers from Kalaman reach the survivors’ camp with food and supplies. They aid the
to make everyone’s lodgings more comfortable. They also establish a communal cookhouse and infirmary. Encourage the characters to use skills like Wisdom (Medicine) or any artisan’s tools they might
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
paying for rooms at the Steady Beacon. Reinforcements A couple hours later, several wagons and a contingent of soldiers from Kalaman reach the survivors’ camp with food and supplies. They aid the
to make everyone’s lodgings more comfortable. They also establish a communal cookhouse and infirmary. Encourage the characters to use skills like Wisdom (Medicine) or any artisan’s tools they might
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
X Marks the Spot The farming community Kianna is a part of isn’t just one farm, but a cooperative of adjacent farms. As the characters reach the location Uncle Polder directed them to, they find
success, they notice one farmhouse doesn’t have a red X painted on it. This building is the farmhouse where Kianna resided, and it also serves as the pact’s communal meeting house.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
X Marks the Spot The farming community Kianna is a part of isn’t just one farm, but a cooperative of adjacent farms. As the characters reach the location Uncle Polder directed them to, they find
success, they notice one farmhouse doesn’t have a red X painted on it. This building is the farmhouse where Kianna resided, and it also serves as the pact’s communal meeting house.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
and Cania). Nests. Hellwasps spew a golden bile similar to amber, which they use to craft enormous nests riddled with chambers and passages. The hellwasps use these nests as communal shelters and food
magical.
Actions
Multiattack. The hellwasp makes two attacks: one with its sting and one with its sword talons.
Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
and Cania). Nests. Hellwasps spew a golden bile similar to amber, which they use to craft enormous nests riddled with chambers and passages. The hellwasps use these nests as communal shelters and food
magical.
Actions
Multiattack. The hellwasp makes two attacks: one with its sting and one with its sword talons.
Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
yakfolk can’t gain or use is to be destroyed. Unsentimental by nature, yakfolk parents pack children off to communal creches once they are weaned, never to recognize them again. Yakfolk feel no loyalty
yakfolk makes two melee attacks.
Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target: Hit: 10 (2d6 + 3) bludgeoning damage, or 12 (2d8 + 3) bludgeoning damage if used with two hands
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
yakfolk can’t gain or use is to be destroyed. Unsentimental by nature, yakfolk parents pack children off to communal creches once they are weaned, never to recognize them again. Yakfolk feel no loyalty
yakfolk makes two melee attacks.
Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target: Hit: 10 (2d6 + 3) bludgeoning damage, or 12 (2d8 + 3) bludgeoning damage if used with two hands
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Myconids Myconids are intelligent, mobile fungi that live in caves, seek enlightenment, and dislike violence. Adult myconids live and work together in colonies and practice a form of communal
than 1 hour in direct sunlight.
Actions
Fist. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 − 1) bludgeoning damage plus 2 (1d4) poison damage.
Rapport Spores (3/Day). A
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Myconids Myconids are intelligent, mobile fungi that live in caves, seek enlightenment, and dislike violence. Adult myconids live and work together in colonies and practice a form of communal
than 1 hour in direct sunlight.
Actions
Fist. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 − 1) bludgeoning damage plus 2 (1d4) poison damage.
Rapport Spores (3/Day). A
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
hag creator, made from driftwood and other scrap and kept in their communal lair. The crab folk have little sense of what drives them, but they understand that the effigy represents a mother and
folk makes two claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
hag creator, made from driftwood and other scrap and kept in their communal lair. The crab folk have little sense of what drives them, but they understand that the effigy represents a mother and
folk makes two claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Unnatural Origin. Long ago, the drow first subjected elf prisoners to horrible rituals that transformed the captives into
them behaves like ants, obeying a queen – and her queen is Lolth. And Lolth is all temper and cruel whim.
— Elminster
Communal Spiders. Chitines and choldriths resemble spiders, but they behave
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Unnatural Origin. Long ago, the drow first subjected elf prisoners to horrible rituals that transformed the captives into
them behaves like ants, obeying a queen – and her queen is Lolth. And Lolth is all temper and cruel whim.
— Elminster
Communal Spiders. Chitines and choldriths resemble spiders, but they behave
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
pechs might be willing to help fight the clay golem or use their Communal Spellcasting action to restore petrified characters. Carvings. The carvings on the walls depict cave-dwelling creatures, such
snake stat block. They use their reach to bite at prey from the safety of their burrows. Cave morays inside their burrows have three-quarters cover. A creature within 5 feet of a burrow can pull a
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the pechs at least 500 gp of gems or a unique carving or sculpture, especially one made of stone. Friendly pechs might be willing to help fight the clay golem or use their Communal Spellcasting to
tunnels in the rock. The cave morays use the giant poisonous snake stat block. They use their reach to bite at prey from the safety of their burrows. Cave morays inside their burrows have three
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
pechs might be willing to help fight the clay golem or use their Communal Spellcasting action to restore petrified characters. Carvings. The carvings on the walls depict cave-dwelling creatures, such
snake stat block. They use their reach to bite at prey from the safety of their burrows. Cave morays inside their burrows have three-quarters cover. A creature within 5 feet of a burrow can pull a
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the pechs at least 500 gp of gems or a unique carving or sculpture, especially one made of stone. Friendly pechs might be willing to help fight the clay golem or use their Communal Spellcasting to
tunnels in the rock. The cave morays use the giant poisonous snake stat block. They use their reach to bite at prey from the safety of their burrows. Cave morays inside their burrows have three