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Returning 19 results for 'compound range grabbing to have refined'.
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Monsters
Storm King's Thunder
","rollDamageType":"bludgeoning"} bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Heavy Crossbow"} to hit, range 100/400 ft., one target
, so does his business, so he takes strides to protect the compound.
Ideal: “As does the Emerald Enclave, I believe that civilization and the wilderness need to learn to coexist.”
Bond
Monsters
Mordenkainen's Fiendish Folio Volume 1
damage.
Rock. Ranged Weapon Attack: +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Rock"} to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8);{"diceNotation":"4d10+8","rollType
treasure or start a new hoard—by any means possible.
Beleaguered Moguls. Though they live as ruthless raiders, fog giants remain tasteful and refined in their desires. They remember their former
Half-Elf
Legacy
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Species
Basic Rules (2014)
, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching
like elves, and to elves, they look human. In height, they’re on par with both parents, though they’re neither as slender as elves nor as broad as humans. They range from under 5 feet to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Initial Surge The first sign that the orcs have arrived occurs when their scouts appear on the low ridges all around the compound. Soon after, small bands of orcs spread out, surrounding the buildings. With
are within range, they throw javelins at any visible targets. The next round, they charge to close the distance and attack with melee weapons. After two or three rounds, the orcs retreat. The orcs
Compendium
- Sources->Dungeons & Dragons->Monster Manual
waters, hoping to snare unsuspecting prey by bursting from the water and grabbing their quarry or by skewering victims with deadly harpoons. These hunters then drag land dwellers back to dismal
: +6, reach 5 ft. or range 20/60 ft. Hit: 11 (2d6 + 4) Piercing damage. If the target is a Large or smaller creature, the merrow pulls the target up to 15 feet straight toward itself.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
monstrous land of Najara, or scouts from Elturgard keeping watch on yuan-ti activity. Herd Mammals Packs of goats, antelope, and other herd mammals range across the Serpent Hills. They avoid other creatures
all that remain of the many lost settlements of the Serpent Hills. Lizardfolk Lizardfolk regularly hunt and gather food for their yuan-ti masters, grabbing humanoid settlers along the fringes of the hills when they can.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
monstrous land of Najara, or scouts from Elturgard keeping watch on yuan-ti activity. Herd Mammals. Packs of goats, antelope, and other herd mammals range across the Serpent Hills. They avoid other
dry wells are all that remain of the many lost settlements of the Serpent Hills. Lizardfolk. Lizardfolk regularly hunt and gather food for their yuan-ti masters, grabbing humanoid settlers along the fringes of the hills when they can.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
reclaim their treasure or start a new hoard—by any means possible. Beleaguered Moguls. Though they live as ruthless raiders, fog giants remain tasteful and refined in their desires. They remember their
among the rich and refined. These agents take note of treasures that might interest the fog giant, who then plots heists, raids, and other stratagems to seize the chosen prize. A giant might
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Weretigers grow to enormous size in animal and hybrid form, but they fight in their more refined humanoid form when they can. They don’t like to pass on their curse, because every new weretiger means
(1d6 + 3) slashing damage.
Longbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
designed to amplify sound, allowing the ringing of each gong to be heard as far as two miles away. Any other watch posts within that range ring their gongs as well, putting more of the compound on
top of the parapet down to the compound. A set of locked, ironbound wooden doors at ground level provide access to storerooms and cellars located underneath each watch post. Picking a door lock requires
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Camp Vengeance Through the foliage, you see a crude timber fortification — a walled compound with watchtowers and tents inside it, encircled by a ditch bristling with sharpened stakes. A large
the gatehouse day and night. The rampart under the palisade impedes the camp’s drainage. The entire compound is riddled with puddles and ankle-deep mud, which make it a breeding ground for mosquitoes
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
friendly but humorless groundskeeper of Phaulkonmere, a compound located one block south of Kolat Towers (see chapter 8). Phaulkonmere is owned by the Tarm and Phaulkon noble families. Melannor
changes: Melannor is chaotic good. He has these racial traits: He has advantage on saving throws against being charmed, and magic can’t put him to sleep. He has darkvision out to a range of 60 feet. He
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
goblins that are still inside the compound, and they flee back toward the wall. During this time, inexplicably, Lob and Ogg decide to climb over the wall and enter the compound rather than flee, while the
cord that releases the sling and hurls the projectile through the air. Goblin Projectile. Ranged Weapon Attack: +3 to hit, range 150/600 ft. (can’t hit targets within 30 feet of the hucker), one target
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, stone melting compound, stirge repellent, and glow-in-the-dark paint. Artificers Rock gnome artificers construct exquisitely tooled and enameled pieces of machinery, often weaving magical properties
creations of tinker gnomes range from the ridiculous to the dangerous. They love to push the art of invention beyond its limits, and to explore the instability of volatile materials. They cackle with glee
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
damage, or 7 (1d10 + 2) bludgeoning damage if used with two hands.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Augrek carries ten
target. Hit: 6 (1d6 + 3) piercing damage.
Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Sirac carries six darts.
Reactions
Parry. Sirac
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
women who can make hard choices for the good of their realms. In reality, they are bound to Yan-C-Bin and are blind to their own corruption and decadence. Despite their refined manners and social
hands.
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 damage if used with two hands to make a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
(+3) and darkvision out to a range of 60 feet. He or she speaks Common and Dwarvish. He or she has advantage on saving throws against poison and resistance to poison damage. He or she wields a battleaxe
dragon bones juts from the head, neck, back, and tail of the mound. Enormous cairns encircle the mound out to a range of a quarter mile. Beneath them lie the bones of revered Thunderbeast tribal
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Calling Horns and report their fire giant sighting to Tamalin, she is satisfied and gives them her letter. Carnath Roadhouse This walled compound served as a hostelry on the High Road between Waterdeep and
damage on a hit, or 8 (1d10 + 3) bludgeoning damage if used with two hands. Each knight has a walking speed of 25 feet and darkvision out to a range of 60 feet. Each knight has advantage on saving throws
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
magic to decipher. It reads, “Chambers of Hashutu, most refined and chosen, who is blessed with writhing gifts for hands.” This chamber contains a large tub crusted with blue stains, a desk and shelves
hit, range 120 ft., one target. Hit: 28 (8d6) force damage.
Spellcasting. Oshundo casts one of the following spells, requiring no material components and using Intelligence as the spellcasting