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Returning 35 results for 'complex well reach'.
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Spells
Player’s Handbook
.
Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a level lower than this spell, can’t illuminate the area.
Daylight. Bright light fills the area
reach into it.
Tongues. Creatures of any types you choose can communicate with any other creature in the area even if they don’t share a common language.
Vulnerability. Creatures of any types you choose have Vulnerability to one damage type of your choice while in the area.
Classes
Player’s Handbook
mercenaries—as Fighters, they all share an unparalleled prowess with weapons and armor. And they are well acquainted with death, both meting it out and defying it.
Fighters master various
weapon techniques, and a well-equipped Fighter always has the right tool at hand for any combat situation. Likewise, a Fighter is adept with every form of armor. Beyond that basic degree of familiarity
Magic Items
Dungeon Master’s Guide
are set in a row along the haft. It has three other properties as well, detailed below.
Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you
;s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot
Monsters
Monster Manual
object.Multiattack. The ghost makes two Withering Touch attacks.
Withering Touch. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Withering Touch"}, reach 5 ft. Hit: 19 (3d10 + 3
statistics are the same, except it uses the possessed target’s Speed, as well as the target’s Strength, Dexterity, and Constitution modifiers.
The possession lasts until the body drops to 0 Hit
Monsters
Monster Manual
.
Tentacle. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Tentacle"}, reach 15 ft. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5", "rollType":"damage", "rollAction":"Tentacle
telepathically with each other over any distance.
The target repeats the save whenever it takes damage as well as after every 24 hours it spends at least 1 mile away from the aboleth, ending the effect on
Monsters
Acquisitions Incorporated
Clockwork Behir. Any character fighting the clockwork behir can see that the complex arrangement of its workings gives it a unique vulnerability. Any character within 5 feet of the construct can use
","rollType":"to hit","rollAction":"Bite"} to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6);{"diceNotation":"3d10+6","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing
Monsters
Eberron: Rising from the Last War
: knockDagger. Melee or Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1);{"diceNotation":"1d4
this way. Most magewright rituals take 10 minutes to perform, but certain complex rituals can take up to 1 hour. However long the ritual takes, it requires extra material components, usually in the
Classes
Tasha’s Cauldron of Everything
Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent
force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
. The high fae makes two Fae Claymore attacks and uses Tripping Feint.
Fae Claymore. Melee Weapon Attack: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Fae Claymore"} to hit, reach
amuse themselves over the long centuries of their lives, high fae frequently engage in deceptions and other complex games of wits against one another.
Most high fae remain secluded deep within the wilds
Monsters
Mordenkainen Presents: Monsters of the Multiverse
;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3);{"diceNotation":"2d8+3", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"force
brutes, employers must use caution when instructing them. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, however, they either forget what
Classes
Tasha’s Cauldron of Everything
Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent
force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others
Monsters
Mordenkainen Presents: Monsters of the Multiverse
incapacitated.Multiattack. The howler makes two Rending Bite attacks.
Rending Bite. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Rending Bite"} to hit, reach 5 ft., one target. Hit: 10
-numbing howling to corner prey before they tear it apart. Their howls flood the minds of their victims, making complex thought impossible. Listeners can do little more than stare in horror and stumble
Monsters
Bigby Presents: Glory of the Giants
stalker makes two Glaive attacks or two Rock attacks.
Glaive. Melee Weapon Attack: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Glaive"} to hit, reach 15 ft., one target. Hit
the antithesis of the artistry that drives the stone giant’s ordning. The Horned King, Baphomet, is an exception. Though he is a merciless hunter, the Prince of Beasts also crafts complex mazes
Monsters
Spelljammer: Adventures in Space
":"1d20+11","rollType":"to hit","rollAction":"Bite"} to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6);{"diceNotation":"2d6+6","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing
":"to hit","rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6);{"diceNotation":"2d6+6","rollType":"damage","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.
Tail
Monsters
Spelljammer: Adventures in Space
":"1d20+14","rollType":"to hit","rollAction":"Bite"} to hit, reach 15 ft., one target. Hit: 15 (2d6 + 8);{"diceNotation":"2d6+8","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing
":"to hit","rollAction":"Claw"} to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8);{"diceNotation":"2d6+8","rollType":"damage","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.
Tail
Monsters
Fizban's Treasury of Dragons
attack and two Claw attacks.
Bite. Melee Weapon Attack: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 15 ft., one target. Hit: 19 (2d10+8);{"diceNotation":"2d10+8
damage.
Claw. Melee Weapon Attack: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 10 ft., one target. Hit: 15 (2d6+8);{"diceNotation":"2d6+8", "rollType
Duergar Kavalrachni
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage
on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The duergar makes two war pick attacks.
Enlarge (Recharges after a Short or Long Rest). For 1 minute, the
Duergar Stone Guard
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
well as on Wisdom (Perception) checks that rely on sight.King's Knife. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"King"} to hit, reach 5 ft., one target. Hit: 7
Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Phalanx Formation. The duergar has advantage on
Monsters
Icewind Dale: Rime of the Frostmaiden
Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Bite"} to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5);{"diceNotation":"1d10+5","rollType":"damage","rollAction":"Bite
. The procedure went terribly wrong, and their bodies and minds melded into a single monstrosity. Iriolarthas imprisoned the thing in this empty well so that its latent telepathic powers could be
Monsters
Fizban's Treasury of Dragons
", "rollAction":"Bite"} to hit, reach 10 ft., one target. Hit: 16 (2d10+5);{"diceNotation":"2d10+5", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"piercing"} piercing damage plus 4 (1d8
"} to hit, reach 5 ft., one target. Hit: 9 (1d8+5);{"diceNotation":"1d8+5", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage.
Singularity Breath
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.Bite. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 9
"}
Ideal
1
Balance. Everything is a complex interaction of forces that must be kept in a delicate and carefully maintained balance. (Neutral)
2
Knowledge. We are the whole of creation
Monsters
Acquisitions Incorporated
of the Master"} to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4","rollType":"damage","rollAction":"Staff of the Master","rollDamageType":"bludgeoning"} bludgeoning damage, or 8
: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Unarmed Strike"} to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3","rollType":"damage","rollAction":"Unarmed
Monsters
The Book of Many Things
", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 26 (5d8 + 4);{"diceNotation":"5d8+4", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"piercing"} piercing damage
;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Shortsword"} to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4", "rollType":"damage", "rollAction":"Shortsword
Monsters
Out of the Abyss
Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Innate Spellcasting (Psionics). The darkhaft's
Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Enlarge (Recharges after a Short or Long Rest). For 1 minute
Monsters
Out of the Abyss
Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the
duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
. Melee Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Fae Blade"} to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5);{"diceNotation":"3d8+5", "rollType":"damage
spoken (though misdirection and riddles are always welcome). To amuse themselves over the long centuries of their lives, high fae frequently engage in deceptions and other complex games of wits against
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Spell Attack: +11;{"diceNotation":"1d20+11", "rollType":"spell", "rollAction":"Elemental Strike"} to hit, reach 5 ft. or range 60 ft., one target. Hit: 18 (2d10 + 7) acid;{"diceNotation":"2d10+7
frequently engage in deceptions and other complex games of wits against one another.
Most high fae remain secluded deep within the wilds of Eldraine. They draw power from motes of light found
Monsters
Acquisitions Incorporated
, screws, and wires, leaving behind its weapons and anything else it was carrying.
Each collapsed modron also spits out a six-inch-diameter magically charged disk that powers the creature, as well as a
platinum rod.Multiattack. The duodrone makes two fist attacks or two javelin attacks.
Fist. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Fist"} to hit, reach 5
Monsters
Waterdeep: Dragon Heist
Dwarven Resilience. Thorvin has advantage on saving throws against poison.Club. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Club"} to hit, reach 5 ft., one
serves the Harpers as a paid informant, keeping that faction apprised of Xanathar's plans as well as he can. Thorvin uses the ruse of maintenance inspections to cover up secret meetings he holds with
Monsters
Waterdeep: Dragon Heist
":"Rapier"} to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage","rollAction":"Rapier","rollDamageType":"piercing"} piercing damage.Parry. The noble adds 2 to its AC
, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners. The noble's statistics can also be used to represent courtiers who aren't of noble birth.
Monsters
Curse of Strahd
":"Incorporeal Movement","rollDamageType":"force"} force damage if it ends its turn inside an object.
Sunlight Sensitivity. While in sunlight, the snow maiden has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.Life Drain. Melee Spell Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Life Drain"} to hit, reach 5 ft., one creature. Hit: 10 (3d6
Monsters
Bigby Presents: Glory of the Giants
", "rollAction":"Gore"} to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6);{"diceNotation":"2d6+6", "rollType":"damage", "rollAction":"Gore", "rollDamageType":"piercing"} piercing damage. If the ox moved at
performing similar tasks well suited to their tremendous strength. These cattle are covered in thick, shaggy hide, often in vibrant colors, such as sky blue or deep violet.
Monsters
Tales from the Yawning Portal
Duergar Resilience. Snurrevin has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, Snurrevin
has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Spellcasting. Snurrevin is a 3rd-level spellcaster. His spellcasting ability is Intelligence (spell save
Monsters
Mordenkainen Presents: Monsters of the Multiverse
on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The kobold makes two Spear attacks.
Spear. Melee or Ranged Weapon Attack: +3;{"diceNotation":"1d20+3
","rollType":"to hit","rollAction":"Spear"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage","rollAction":"Spear","rollDamageType":"piercing
Monsters
Tales from the Yawning Portal
, and illusions, as well as to resist being charmed or paralyzed.
Sneak Attack. Once per turn, the spy can deal an extra 7 (2d6);{"diceNotation":"2d6","rollType":"roll","rollAction":"Sneak Attack"} damage
disadvantage on the attack roll.
Sunlight Sensitivity. While in sunlight, the spy has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The spy makes two