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Returning 35 results for 'conflict remove granting to have reach'.
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conflicted removal grasping to have reach
conflicted resolve grasping to have reach
conflicted remove grasping to have reach
conflict removal grasping to have reach
conflict resolve grasping to have reach
Monsters
Monster Manual
the Riddle.
Claw. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction
DC 15):
At Will: Detect Magic, Identify, Prestidigitation1/Day Each: Locate Object, Remove CursePsychicNecrotic, Radiant
Monsters
Monster Manual
", "rollType":"to hit", "rollAction":"Holy Mace"}, reach 5 ft. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4", "rollType":"damage", "rollAction":"Holy Mace", "rollDamageType":"Bludgeoning"} Bludgeoning damage plus 18
, and no Concentration or Temporary Hit Points required to maintain the spell)1/Day Each: Commune, Raise DeadRadiantDivine Aid (2/Day). The deva casts Cure Wounds, Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.
Monsters
Monster Manual
", "rollAction":"Tentacle"}, reach 5 feet. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2", "rollType":"damage", "rollAction":"Tentacle", "rollDamageType":"Acid"} Acid damage.
Stench Spray (1/Day). Dexterity Saving
":"Stench Spray"} hours, and has the Poisoned condition while the stench lasts. Other creatures have the Poisoned condition while in a 5-foot Emanation originating from the coated target. The target can remove the stench on itself if it bathes during a Short or Long Rest.Psychic
Monsters
Monster Manual
attacks or uses Holy Burst twice.
Radiant Sword. Melee Attack Roll: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Radiant Sword"}, reach 10 ft. Hit: 14 (2d6 + 7);{"diceNotation
DeadRadiantDivine Aid (2/Day). The planetar casts Cure Wounds, Invisibility, Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.
Monsters
Monster Manual
;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 14 (3d6 + 4);{"diceNotation":"3d6+4", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"Slashing"} Slashing
(spell save DC 16):
At Will: Detect Magic, Identify, Mage Hand, Minor Illusion, Prestidigitation1/Day Each: Dispel Magic, Legend Lore, Locate Object, Plane Shift, Remove Curse, TonguesLegendary Action
Monsters
Monster Manual
;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Flying Sword"}, reach 10 ft. or range 120 ft. Hit: 22 (4d6 + 8);{"diceNotation":"4d6+8", "rollType":"damage", "rollAction":"Flying Sword
":"Radiant"} Radiant damage. Success: Half damage.Poison, RadiantDivine Aid (3/Day). The solar casts Cure Wounds (level 2 version), Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.
Monsters
Planescape: Adventures in the Multiverse
Multiattack. The void soother makes two Mace or Void Bolt attacks.
Mace. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Mace"} to hit, reach 5 ft., one target
the spellcasting ability (spell save DC 12):
At will: guidance, light
1/day each: calm emotions, lesser restoration, remove curse, protection from energyA void soother cares for creatures struck by
Monsters
Dragonlance: Shadow of the Dragon Queen
Multiattack. The soldier makes two Longsword attacks.
Longsword. Melee Weapon Attack: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Longsword"} to hit, reach 5 ft., one target. Hit
ally, granting advantage on the roll.Kalaman soldiers are the rank-and-file troops of the army of Kalaman. They are trained to fight defensively, bolstering one another in battle.
Magic Items
Tomb of Annihilation
This suit of plate armor is fashioned from giant scorpion chitin. While wearing this armor, you gain the following benefits:
The armor improves your combat readiness, granting you a +5 bonus to
, taking 100 (10d10 + 45) poison damage on a failed save, or half as much damage on a successful one. Only a wish spell can remove the armor’s curse.
Magic Items
Tales from the Yawning Portal
is broken with remove curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times.
The sixth time you use the cloak, and each time thereafter, you must
in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those of a hell hound. Thereafter, only remove curse or
Monsters
Guildmasters’ Guide to Ravnica
","rollAction":"Javelin"} to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3","rollType":"damage","rollAction":"Javelin","rollDamageType":"piercing"} piercing damage
","rollAction":"Spit Acid","rollDamageType":"acid"} acid damage.The Guardian Project is a consequence of increasing tension within the Simic Combine as the threat of interguild conflict looms. Believing
Monsters
Guildmasters’ Guide to Ravnica
an ability check.Multiattack. The hybrid makes two shortsword attacks.
Shortsword. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Shortsword"} to hit, reach 5 ft
tension within the Simic Combine as the threat of interguild conflict looms. Believing that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created
Monsters
Guildmasters’ Guide to Ravnica
, reach 5 ft., one target. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4","rollType":"damage","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.The Guardian Project is a consequence of
increasing tension within the Simic Combine as the threat of interguild conflict looms. Believing that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have
Monsters
Guildmasters’ Guide to Ravnica
: one with its shocking touch and one with its tentacles.
Shocking Touch. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Shocking Touch"} to hit, reach 5 ft., one
","rollType":"to hit","rollAction":"Tentacles"} to hit, reach 15 ft., one creature. Hit: The target is grappled (escape DC 11), and the hybrid pulls the target up to 15 feet straight toward it. Until this
Monsters
Guildmasters’ Guide to Ravnica
Skin","rollDamageType":"poison"} poison damage.Toxic Touch. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Toxic Touch"} to hit, reach 5 ft., one target. Hit: 7 (2d6
interguild conflict looms. Believing that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also
Monsters
Princes of the Apocalypse
. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Maul"} to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3);{"diceNotation":"2d6+3","rollType":"damage","rollAction
":"Maul","rollDamageType":"bludgeoning"} bludgeoning damage.Unpredictable berserkers come together in war parties and seek conflict wherever they can find it.
Monsters
Princes of the Apocalypse
turn.Multiattack. Fennor makes two melee attacks.
Greatsword. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Greatsword"} to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3
);{"diceNotation":"2d6+3","rollType":"damage","rollAction":"Greatsword","rollDamageType":"slashing"} slashing damage.Unpredictable berserkers come together in war parties and seek conflict wherever they can find it.
Monsters
Storm King's Thunder
, +1;+1 Greataxe. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"magicitem"} to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4);{"diceNotation":"1d12+4","rollType
":"damage","rollAction":"magicitem","rollDamageType":"slashing"} slashing damage.Unpredictable berserkers come together in war parties and seek conflict wherever they can find it.
Monsters
Waterdeep: Dragon Heist
weapons, he carries four packets of smokepowder and a pouch containing twenty pistol bullets.
He wears a pair of drow-made boots of elvenkind granting advantage on Dexterity (Stealth) checks that rely on
sight.Multiattack. Soluun makes two scimitar attacks.
Scimitar. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Scimitar"} to hit, reach 5 ft., one target. Hit: 7 (1d6
Monsters
Storm King's Thunder
next turn.Greataxe. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Greataxe"} to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3);{"diceNotation":"1d12+3","rollType
":"damage","rollAction":"Greataxe","rollDamageType":"slashing"} slashing damage.
Oathbow. Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Oathbow"} to hit, reach 5
Magic Items
Tales from the Yawning Portal
. After you throw it and it hits or misses, it flies back to your hand immediately.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove
curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one
Magic Items
Tales from the Yawning Portal
. After you throw it and it hits or misses, it flies back to your hand immediately.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove
curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one
Monsters
Keys from the Golden Vault
":"Ceremonial Blade"} to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2", "rollType":"damage", "rollAction":"Ceremonial Blade", "rollDamageType":"piercing"} piercing damage plus
other planes, and something finally answered him: an entity that called itself Krokulmar. This entity made a pact with Markos, granting insight into the multiverse in exchange for influence on the
Monsters
Vecna: Eve of Ruin
Multiattack. The warforged makes two Armblade attacks.
Armblade. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Armblade"} to hit, reach 5 ft., one target. Hit
", "rollType":"to hit", "rollAction":"Javelin"} to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3", "rollType":"damage", "rollAction":"Javelin", "rollDamageType
Monsters
Storm King's Thunder
Dagger. Melee or Ranged Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4);{"diceNotation":"1d4
. They can weather any storm.”
Bond: “My mother taught me what it means to be a good leader. I won’t disappoint her.”
Flaw: “I don’t give an inch in any argument or conflict.”
Monsters
Eberron: Rising from the Last War
.
Armblade. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Armblade"} to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3","rollType":"damage
","rollAction":"Armblade","rollDamageType":"slashing"} slashing damage.
Javelin. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Javelin"} to hit, reach 5 ft
Monsters
Waterdeep: Dragon Heist
Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType
accepted her, Manshoon forced her to remove her distinctive Thayan head tattoos and to trade in her Red Wizard robes for black ones.
Monsters
Storm King's Thunder
":"Greatsword"} to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9);{"diceNotation":"6d6+9","rollType":"damage","rollAction":"Greatsword","rollDamageType":"slashing"} slashing damage.
Rock. Ranged
king. To her, a worthy leader values the truth, no matter how painful it is.
Ideal: “I want this conflict over with so that I can return to the quiet stillness of the ocean depths.”
Bond
Monsters
Eberron: Rising from the Last War
"} force damage.
Soul Binding. Melee Spell Attack: +13;{"diceNotation":"1d20+13","rollType":"to hit","rollAction":"Soul Binding"} to hit, reach 5 ft., one target. Hit: 29 (4d10 + 7);{"diceNotation":"4d10+7
throw or be cursed. The curse lasts until it's removed by a remove curse or greater restoration spell.
The cursed target suffers 1 level of exhaustion every 24 hours, and finishing a long rest
Monsters
Storm King's Thunder
":"Greatsword"} to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9);{"diceNotation":"6d6+9","rollType":"damage","rollAction":"Greatsword","rollDamageType":"slashing"} slashing damage.
Rock. Ranged
be on the front lines in this great conflict!
Ideal: “Giants are made for war—storm giants most of all!”
Bond: “Ostoria is gone, yet I long for the return of a mighty giant
Monsters
Journeys through the Radiant Citadel
Claw attacks.
Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2);{"diceNotation":"1d8+2
","rollType":"heal","rollAction":"Bite"} hit points.
Claw. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 5
Monsters
Curse of Strahd
roots. It can replace one of these attacks with a rock attack.
Root. Melee Weapon Attack: +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Root"} to hit, reach 60 ft., one target. Hit: 30
floorboards are out of the way, a creature can reach into the cavity and snatch the gem. But if someone attempts this while the hut is alive, the cavity sprouts wooden teeth, becoming a mouth that bites
Monsters
Van Richten’s Guide to Ravenloft
","rollAction":"Slam"} to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4","rollType":"damage","rollAction":"Slam","rollDamageType":"bludgeoning"} bludgeoning damage.
Consume Energy
within their tombs and hidden ruins to avoid the attention of the living. At night, they emerge to drain life from other creatures, these vital energies sustaining their unnatural existences and granting
Monsters
Tomb of Annihilation
regenerate.Touch. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Touch"} to hit, reach 5 ft., one creature. Hit: 13 (3d8);{"diceNotation":"3d8","rollType":"damage
musk zombie, or if the corpse is targeted by a remove curse spell or similar magic before it animates.
Yellow Musk (3/Day). The creeper’s flowers release a strong musk that targets all
Monsters
Mythic Odysseys of Theros
;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Ram"} to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1);{"diceNotation":"2d4+1","rollType":"damage","rollAction":"Ram","rollDamageType
torment stuffy individuals or pull pranks on the unwary, pastimes that can predictably lead to scuffles. If a satyr can't talk their way out of a conflict—or diffuse it with a good-natured distraction