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Returning 27 results for 'confident writhing range'.
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confident within range
confidence within range
confident within rage
continent within range
confident within rangers
Monsters
The Wild Beyond the Witchlight
hit", "rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4);{"diceNotation":"1d4+4", "rollType":"damage", "rollAction":"Dagger", "rollDamageType":"piercing
"} piercing damage.
Moon Ray (Gleam Only; 3/Day). Ranged Spell Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Moon Ray"} to hit, range 60 ft., one creature. Hit: 12 (2d8 + 3
Monsters
Bigby Presents: Glory of the Giants
Cloud Rune. The giant has a cloud rune inscribed on a mask in its possession. While holding or wearing the mask bearing the rune, the giant has truesight within a range of 30 feet and can use its
Staff"} to hit, reach 10 ft. or range 30/90 ft., one target. Hit: 18 (3d6 + 8);{"diceNotation":"3d6+8", "rollType":"damage", "rollAction":"Flying Staff", "rollDamageType":"bludgeoning"} bludgeoning
Monsters
Mordenkainen Presents: Monsters of the Multiverse
skin, and its long fingers end in broken and dirty nails. Grues are the weakest of the star spawn. A host of writhing, scrambling grues typically accompanies more powerful star spawn. Their constant
surrounds the cultist for 1 minute, until the cultist is incapacitated or dies, or until the cultist extinguishes the flame (no action required). While inflamed, the cultist has telepathy with a range
Monsters
Waterdeep: Dungeon of the Mad Mage
attack.
Dwarven Thrower. Melee or Ranged Weapon Attack: +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Dwarven Thrower"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (1d8
vampire's lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.
If the vampire is destroyed, these effects end after 2d6;{"diceNotation":"2d6","rollType":"roll"} days.Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
spells
You create an orb of writhing shadows and hurl it at a creature within range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and it is unable to see you until the end of
Elf
Legacy
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Species
Basic Rules (2014)
. Males and females are about the same height, and males are only marginally heavier than females.
Elves’ coloration encompasses the normal human range and also includes skin in shades of copper
have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
finds its way to the characters, an earthquake rattles Candlekeep. An earthquake causes all of Candlekeep to shudder! And then it stops as quickly as it began.
A range of emotions from calm
witnesses and compare their own recollections of the quake can try to ascertain its nature. With a successful DC 14 Intelligence (Arcana or Nature) check, a character is confident that the earthquake wasn’t magically created. As such, it must have been caused by a natural phenomenon.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Ensnaring Strike 1st-level conjuration Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit a creature with a weapon attack before this
spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Right and Wrong Even the most heroic heroes sometimes fall short. And in many cases, adventurers aren’t even within longbow range of “virtuous” in their motivations. As such, what the characters fail
success might lead to new ways to reach a campaign goal. You might be absolutely confident that the characters will save those townsfolk and earn their trust, letting you use the townsfolk to reveal an
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
in the area that aren’t being carried or worn. Infernal Screamer A writhing humanoid torso made of melting wax juts out from this station, with a barbed hand crank between its shoulder blades. The
Grants Half Cover; 3 Uses). Ranged Spell Attack: +5 to hit, range 30 ft., one creature. Hit: The creature is struck by water from the River Styx and targeted by a feeblemind spell (save DC 20). An
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Lichen Lich Lichen liches are the undead remnants of powerful druids. A lichen lich looks like a skeleton covered with fungi and bark-like lichen. A lichen lich has vines writhing within its chest
hit, range 60 ft., one target. Hit: 14 (4d6) necrotic damage.
Fire Storm (7th-Level Spell; 1/Day). The lich fills up to ten 10-foot cubes with fire. Every cube must be within 150 feet of the lich and
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
fuel for each charge the Soul Coin had when it was consumed (maximum 72 hours). The furnace can hold any number of souls, their screams of anguish audible out to a range of 60 feet. The Venatrix
two harpoon guns and an infernal screamer, which is a writhing humanoid torso made of melting wax with a barbed hand crank between its shoulder blades. The weapons are mounted to the vehicle’s exterior
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
also to see through illusions, invisibility, darkness, and other forms of magical trickery. Years of successful wagers make destiny gamblers so confident in their ability to win any challenge that they
possession. While holding or wearing the mask bearing the rune, the giant has truesight within a range of 30 feet and can use its Thunderous Clap action and Negate Spell reaction. The mask bearing the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ambush, give her a woolly rhinoceros companion. Twenty tribal warriors make up the rest of the ambushing force. Before closing to melee range, they hurl spears at the characters. Elk Tribe Reaction
. If the characters allowed Mjenir, Hengar, and the other Elk tribesfolk to accompany them, the two leaders are confident in their ability to fight off the attackers while the characters race toward the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
star moth gets close enough to use its mangonel (at long range). Once that happens, Sartell orders her ship to turn about and close with the astral elves as quickly as possible to minimize the Dark
it looks like the characters are about to lose. The astral elves are confident they can conquer the Moondancer, but if two of the warriors fall, the third tries to retreat to the Dark Star. After
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
gambling hall. The glittering spout originates from the open palm of a statue depicting a confident arcanaloth cast in solid gold. The fountain’s inscription reads, “Fortune Favors the Bold.”
Hundreds
golden ring. “Come to mama,” giggles the hag as three writhing grubs wiggle from the dispensary slot and into a brass bucket at her feet.
Axel Defois Duodrone Slot Machine Putrice, a friendly
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
. While confined to her antimagic cell, she is cautious since she can’t rely on her magic tattoos to defend herself. Outside her cell, she grows overly confident and even banters if she’s able to do so
contact.
Actions
Multiattack. Prisoner 13 makes two Tattooed Strike attacks.
Tattooed Strike. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 60 ft., one target. Hit: 12 (2d8 + 3
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. While confined to her antimagic cell, she is cautious since she can’t rely on her magic tattoos to defend herself. Outside her cell, she grows overly confident and even banters if she’s able to do so
contact.
Actions
Multiattack. Prisoner 13 makes two Tattooed Strike attacks.
Tattooed Strike. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 60 ft., one target. Hit: 12 (2d8 + 3
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
something else entirely. Both Konrad and Rugga are in constant agony. They can communicate telepathically out to a range of 60 feet. Their communications consist of pleas to release them from their torment
resembles that of a humanoid. Four ropy, fibrous antennae grow from her forehead, somehow enhancing her disgusting and compelling beauty. Her lower half is a mass of writhing, pulsing tentacles covered with
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, the cultist has telepathy with a range of 30 feet, and it can teleport as a bonus action up to 30 feet to an unoccupied space it can see. In addition, every creature that starts its turn within 5 feet
the weakest of the star spawn. A host of writhing, scrambling grues typically accompanies more powerful star spawn. Their constant chittering and shrieking produce discordant psychic energy that
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
. The mind flayer raises its hands and the beholder shudders, its eye stalks writhing. The beholder telepathically squeals, “I will serve! I will serve!” (This scene shows the creation of Golcuus the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
sickly ethereal light. With a horrid slurping sound, writhing tentacles spill forth through the open doorway and lash toward you.
This self-contained dimension is fueled by the power of the Far Realm
. Planar instability prevents characters from moving beyond the immediate area of the deck (including jumping off the ship or fleeing belowdecks). Creature. The mass of writhing tentacles is a Far Realm
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
that two poisoned darts fire upward from the inside when the lid is opened. Each dart has a range of 30 feet and a +8 bonus to hit. It deals 2 (1d4) piercing damage on a hit and subjects its victim
out of visual range, 50 feet high at its lowest point and well over 65 feet where it vaults upward in the center. 9. Giants’ Worship Area Each pillar radiates a sense of unease and insecurity in a 5
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
to a semicircular alcove with a back wall made of a purplish-black, glassy-appearing substance. Anyone who stands before this wall and gazes upon it for 1 round sees a writhing, amorphous form of
spot to raise their young. The adults use the statistics for giant crocodiles, except that they have a climbing speed of 30 feet, no swimming speed, and darkvision out to a range of 60 feet. Their four
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
no longer functions in a comprehensible manner within the region. Creatures make ranged attack rolls with disadvantage, and the range of those attacks is halved. 37–45 The landscape melts into a mass
of writhing flesh, eyes, and fanged mouths. From an unoccupied space in the fleshy ground arise 1d4 + 5 gibbering mouthers that attack anyone in sight. 46–54 Unintelligible murmurings threaten to
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
more characters enter the room, read the following: The center statue’s eyes glow with white light, and the cobra statues begin writhing toward you.
The central statue uses the marilith stat block
observed within the range of a Detect Magic spell or similar magic, the vortex radiates an aura of evocation and transmutation magic. A character who observes the vortex or witnesses the flight-inhibiting
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the open tundra, the raiding giants fan out, allowing characters to take on two or three of them at a time. Dasharra provides aerial support, attacking giants at range with her heavy crossbow while
between them and the secret door. Confident that the tentacles will hold their enemies at bay, the drow mages then head toward the secret door and try to escape. The drow elite warriors and the shadow