Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'confusing reach guilds to have retain'.
Other Suggestions:
confusion reach guide to have regains
consuming reach guild to have regains
confusion reach guide to have remain
confusion reach guards to have regains
confusion reach guide to have remains
Monsters
Monster Manual
Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Rend"}, reach 10 ft. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5", "rollType":"damage", "rollAction":"Rend", "rollDamageType
":"Slashing"} Slashing damage.Confusing Gaze (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Confusing Gaze"}. Wisdom Saving Throw: DC 14, each creature in a 30-foot Cone
Monsters
The Wild Beyond the Witchlight
Confusing Burble. The jabberwock burbles to itself unless it is incapacitated. Any creature that starts its turn within 30 feet of the jabberwock and is able to hear its burbling must make a DC 18
":"Confusing Burble"} to determine what it does during its current turn:
1–2. The creature does nothing.
3. The creature does nothing except use all its movement to move in a random direction.
4. The
Monsters
Guildmasters’ Guide to Ravnica
two melee attacks.
Longsword. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Longsword"} to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2);{"diceNotation":"1d8+2
":"slashing"} slashing damage if used with two hands.Soldiers are found in many of Ravnica's guilds. The soldier stat block represents a typical member of the rank and file, though weaponry and armor can vary.
Monsters
Guildmasters’ Guide to Ravnica
":"1d20+4","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":"damage","rollAction":"Dagger","rollDamageType
":"piercing"} piercing damage.
Rapier. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Rapier"} to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2);{"diceNotation
Monsters
Phandelver and Below: The Shattered Obelisk
, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4", "rollType":"damage", "rollAction":"Necrotic Shard", "rollDamageType":"necrotic"} necrotic damage. If the target is a
creature, it has disadvantage on the next attack roll it makes before the end of its next turn.Feral ashenwights retain a fragment of the spark they had in life. However, they are devoid of memories
Monsters
Mordenkainen Presents: Monsters of the Multiverse
+4", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 1 piercing damage.Mind flayers create cranium rats by bombarding rat;rats with psionic energy. If enough cranium
rats come together to form a swarm, they merge their minds into a single intelligence with the accumulated memories of all the swarm’s constituents. The rats become smarter as a result, and retain
Monsters
Mordenkainen Presents: Monsters of the Multiverse
must use either Beguiling Gaze or Confusing Gaze.
Tail. +17;{"diceNotation":"1d20+17", "rollType":"to hit", "rollAction":"Tail"} to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9);{"diceNotation
with a use of Gaze.
Tentacle. Melee Weapon Attack: +17;{"diceNotation":"1d20+17", "rollType":"to hit", "rollAction":"Tentacle"} to hit, reach 10 ft., one target. Hit: 28 (3d12 + 9);{"diceNotation
Centaur
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Guildmasters’ Guide to Ravnica
In the sprawling city of Ravnica, where “open road” seems like a contradiction and “open plain” is sheer nonsense, centaurs nevertheless retain a love of wide spaces and the
natural world. Among the guilds that share that affinity, centaurs favor the rubblebelts of the Gruul Clans and the wide plazas of the Selesnya Conclave over the undercity tunnels of the Golgari and
Monsters
Bigby Presents: Glory of the Giants
attacks with Stinging Dust.
Slam. Melee Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Slam"} to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4);{"diceNotation":"2d8
, barely maintaining a cohesive form. When a dust hulk dies, it disperses into a cloud of dust.
Dust hulks retain their ancestors’ passion for artistry, but instead of carving stone, they view
Monsters
Guildmasters’ Guide to Ravnica
, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4","rollType":"damage","rollAction":"Bite
reduced to 0.
Rapier. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Rapier"} to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4);{"diceNotation":"1d8+4","rollType
Monsters
Bigby Presents: Glory of the Giants
attacks.
Slam. Melee Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Slam"} to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5);{"diceNotation":"2d10+5", "rollType
embody their ancestors’ mixed elemental nature of Air and Water. After countless ages of isolation—often on one of the Elemental Planes or some hidden demiplane—they retain the barest
Monsters
Mordenkainen Presents: Monsters of the Multiverse
;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Deathly Claw"} to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3);{"diceNotation":"3d6+3", "rollType":"damage", "rollAction":"Deathly Claw
door, dispel magic, fly, invisibilityThough deathlocks exist to serve their patrons, they retain some freedom when it comes to devising tactics and carrying out plans. Powerful deathlocks recruit
Monsters
Strixhaven: A Curriculum of Chaos
Strike"} to hit, reach 15 ft. or range 120 ft., one target. Hit: 19 (2d10 + 8);{"diceNotation":"2d10+8", "rollType":"damage", "rollAction":"Force Strike", "rollDamageType":"force"} force damage, and
to warp the fabric of the world around them. Sages who seek out archaics for their knowledge receive confusing and often contradictory answers to questions. If a supplicant successfully unwinds the
Monsters
Van Richten’s Guide to Ravenloft
","rollType":"to hit","rollAction":"Pseudopod"} to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2","rollType":"damage","rollAction":"Pseudopod","rollDamageType":"necrotic"} necrotic
sludge in the crypts of failed liches. Despite the loss of a solid physical form, these foul creatures retain their terrible intellects and aspire to megalomaniacal goals—the first of which
Monsters
Mordenkainen Presents: Monsters of the Multiverse
;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bites"} to hit, reach 0 ft., one target in the swarm’s space. Hit: 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Bites
constituents. The rats become smarter as a result, and retain their heightened intelligence for as long as the swarm persists. The swarm also awakens latent psionic abilities implanted within each cranium
Monsters
Bigby Presents: Glory of the Giants
;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Slam"} to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5);{"diceNotation":"2d10+5", "rollType":"damage", "rollAction":"Slam
locations on the Material Plane, in the Elemental Planes of Air and Fire, and especially in the Great Conflagration, the border region between those two planes. They retain none of the skills and motivation
Monsters
Bigby Presents: Glory of the Giants
.
Battleaxe. Melee Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Battleaxe"} to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4", "rollType
. They retain prominent noses and a hint of green in their skin but otherwise resemble relatively small frost or stone giants. They use armor and weapons similar to what other combatants on Ysgard use
Monsters
Bigby Presents: Glory of the Giants
replace one of the attacks with a Mind Bolt attack, if available.
Slam. Melee Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Slam"} to hit, reach 10 ft., one target. Hit
", "rollType":"to hit", "rollAction":"Tentacles"} to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4);{"diceNotation":"2d10+4", "rollType":"damage", "rollAction":"Tentacles", "rollDamageType":"psychic
Monsters
Ghosts of Saltmarsh
-Draining Tentacle.
Greatsword. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Greatsword"} to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3);{"diceNotation":"2d6+3
","rollType":"to hit","rollAction":"Life"} to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3);{"diceNotation":"2d6+3","rollType":"damage","rollAction":"Life","rollDamageType":"necrotic"} necrotic damage
Monsters
Bigby Presents: Glory of the Giants
.
Rend. Melee Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Rend"} to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5);{"diceNotation":"3d10+5", "rollType":"damage
appearance. They retain prominent noses and a hint of green in their skin but otherwise resemble relatively small frost or stone giants. They use armor and weapons similar to what other combatants on Ysgard
Monsters
Phandelver and Below: The Shattered Obelisk
: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Unarmed Strike"} to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4", "rollType":"damage", "rollAction":"Unarmed
as smooth as a salamander’s.
Some intelligent Humanoid mutates retain their personalities from before they were exposed to the Far Realm. Some, driven by the allure of otherworldly powers, seek
Monsters
Dragonlance: Shadow of the Dragon Queen
dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6
different target.
Claw. Melee Weapon Attack: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 5 ft. one target. Hit: 10 (1d8 + 6);{"diceNotation":"1d8+6
Monsters
Curse of Strahd
","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1);{"diceNotation":"1d4+1","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage
.
Claw. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1);{"diceNotation":"1d4+1","rollType":"damage
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Lance"} to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3);{"diceNotation":"1d12+3", "rollType":"damage", "rollAction":"Lance", "rollDamageType
":"1d20+5", "rollType":"to hit", "rollAction":"Longsword"} to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction":"Longsword", "rollDamageType
Umber Hulk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
Confusing Gaze. When a creature starts its turn within 30 feet of the umber hulk and is able to see the umber hulk’s eyes, the umber hulk can magically force it to make a DC 15 Charisma saving
","rollAction":"Confusing Gaze"} to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a
monsters
":"to hit", "rollAction":"Husk Cut"}, reach 5 ft. Hit: 1 Slashing damage plus 4 (1d8);{"diceNotation":"1d8", "rollType":"damage", "rollAction":"Husk Cut", "rollDamageType":"Psychic"} Psychic damage
are spirits of deceased Humanoids drawn to the hollow corn husk shell, seeking refuge. These spirits retain faint traces of who they once were—a protective instinct entwined with a simmering
Darkling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage. If the darkling has
absorbs over the course of its lifetime explodes outward when the darkling dies, incinerating the creature and much of its possessions.
Love of Art. Despite their curse, darklings retain a fondness
Darkling Elder
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
makes two melee attacks.
Shortsword. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Shortsword"} to hit,reach 5 ft., one target. Hit: 6 (1d6 + 3);{"diceNotation
much of its possessions.
Love of Art. Despite their curse, darklings retain a fondness for the beauty of art. A darkling might risk taking a peek at a sunset or lighting a tiny candle to glimpse
Kenku
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
. They seek out ruins that reach to the sky, though they lack the motivation and creativity to make repairs or fortify such places. Even so, their light weight and size allow them to dwell in rickety
structures that would collapse beneath a human or an orc.
Some thieves’ guilds use kenku as lookouts and messengers. The kenku dwell in the tallest buildings and towers the guild controls
Monsters
Locathah Rising
statistics of the beast, but they retain their alignment, personality, and Intelligence, Wisdom, and Charisma scores. Amble also retains all their skill and saving throw proficiencies, in addition to
: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Claws"} to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Claws","rollDamageType
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
The Briny Maze Ilvaash’s domain in the Far Realm is a confusing tangle of disturbingly organic tunnels and chambers. Those trapped within it might never realize the overall shape is reminiscent of a
titanic brain. The Briny Maze includes an accumulation of cerebral fluid lodged in the maze’s forebrain. The characters must swim through the fluid to reach the Endless Void.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
The Briny Maze Ilvaash’s domain in the Far Realm is a confusing tangle of disturbingly organic tunnels and chambers. Those trapped within it might never realize the overall shape is reminiscent of a
titanic brain. The Briny Maze includes an accumulation of cerebral fluid lodged in the maze’s forebrain. The characters must swim through the fluid to reach the Endless Void.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
One with the Worldsoul.
Staff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) bludgeoning damage if used with two hands.
One with the
horncaller can see.
HOWARD LYON
EMMARA TANDRIS
An elf priest, Emmara Tandris is committed to pursuing peace between the guilds with all her heart, even as Trostani hesitates in self-conflict. As a
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
One with the Worldsoul.
Staff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) bludgeoning damage if used with two hands.
One with the
horncaller can see.
HOWARD LYON
EMMARA TANDRIS
An elf priest, Emmara Tandris is committed to pursuing peace between the guilds with all her heart, even as Trostani hesitates in self-conflict. As a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Other Adventurers’ Guilds Few guilds besides the Clifftop guild are widely known, but the following organizations have carved out reputations for themselves: Deathsgate Explorers’ Club. Named for the
prevents him from undertaking further adventures of his own, so he has put his considerable fortune to use in sponsoring great expeditions. The Wayfinder Foundation has an unusually wide reach for an