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                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     roll, the axe deals an extra 20 Slashing damage.
The axe has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it
                                                
                                            
                                                
                                                     Moradin. While attuned to the axe, you gain the following benefits:
Darkvision. You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.
Fortitude of
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Hail of Bark"}, range 180 ft. Hit: 28 (4d10 + 6);{"diceNotation":"4d10+6", "rollType":"damage", "rollAction":"Hail of Bark
                                                
                                            
                                                
                                                     Intelligence and Charisma scores of 1, it canât speak, and it lacks this action. The tree takes its turn immediately after the treant on the same Initiative count, and it obeys the treant. A
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or
                                                
                                            
                                                
                                                     when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose
                                                
                                            
                                                
                                                     shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you donât issue any, it takes the Dodge action and uses
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer
                                                
                                            
                                                
                                                     creature is an ally to you and your allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth
                                                
                                            
                                                
                                                     the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    Objects animate at your command. Choose a number of nonmagical objects within range that arenât being worn or carried, arenât fixed to a surface, and arenât Gargantuan. The maximum
                                                
                                            
                                                
                                                    . Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours.
Until the spell ends, you can take a
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose
                                                
                                            
                                                
                                                    . In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you donât issue any, it takes
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the
                                                
                                            
                                                
                                                     has an Intelligence of 8 and can speak Common. It also has Blindsight with a range of 60 feet. Once it has been used, it canât be used again until 7 days have passed.
Figurine of Wondrous
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay
                                                
                                            
                                                
                                                     it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy
                                                
                                            
                                                
                                                     spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land
                                                
                                            
                                                
                                                     Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You call forth an Undead spirit. It manifests in an unoccupied space that you can see within range and uses the Undead Spirit stat block. When you cast the spell, choose the creatureâs form
                                                
                                            
                                                
                                                     when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range and uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth
                                                
                                            
                                                
                                                     an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed
                                                
                                            
                                                
                                                     Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately
                                                
                                            
                                        
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     eye ray.A Beholder's Lair
A beholder's central lair is typically a large, spacious cavern with high ceilings, where it can attack without fear of closing to melee range. A beholder encountered in its
                                                
                                            
                                                
                                                     lair has a challenge rating of 14 (11,500 XP).
 
Lair Actions
When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    ;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType":"damage","rollAction":"Dagger
                                                
                                            
                                                
                                                     better comes along.â
Flaw. âI donât have a single friend I can count on.â
Combat Notes
Warduke likes to hit things with his sword; itâs as simple as that.
League of
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                    ;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Tinderstrike"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5);{"diceNotation":"1d4+5","rollType":"damage","rollAction
                                                
                                            
                                                
                                                     Actions
If Vanifer is in the fire node while Imix isnât, the tiefling can take lair actions and has a challenge rating of 12. On initiative count 20 (losing initiative ties), Vanifer uses a lair
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                    +8","rollType":"to hit","rollAction":"Windvane"} to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 8 (1d6 + 5);{"diceNotation":"1d6+5","rollType":"damage","rollAction":"Windvane
                                                
                                            
                                                
                                                    -Bin isnât, Aerisi can take lair actions and has a challenge rating of 9. On initiative count 20 (losing initiative ties), Aerisi uses a lair action to cast one of her spells, up to 3rd level
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ", "rollAction":"Wildfire"} to hit, range 120 ft., one target. Hit: 26 (6d6 + 5);{"diceNotation":"6d6+5", "rollType":"damage", "rollAction":"Wildfire", "rollDamageType":"fire"} fire damage, and the target is
                                                
                                            
                                                
                                                    .
The new formâs attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                    ":"1d20+12","rollType":"to hit","rollAction":"Water Jet"} to hit, range 120 ft., one target. Hit: 21 (6d6);{"diceNotation":"6d6","rollType":"damage","rollAction":"Water Jet","rollDamageType":"bludgeoning
                                                
                                            
                                                
                                                     to take lair actions on the Elemental Plane of Water, or in any elemental water node (such as the Plunging Torrents, described in chapter 5). On initiative count 20 (losing initiative ties), Olhydra
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                    âs turn. Yan-C-Bin regains spent legendary actions at the start of his turn.
Peal of Thunder. Yan-C-Bin unleashes a peal of thunder that can be heard out to a range of 300 feet. Each creature within
                                                
                                            
                                                
                                                     Caves, described in chapter 5), Yan-C-Bin is master. He can use the following actions in his lair.
Lair Actions
On initiative count 20 (losing initiative ties), Yan-C-Bin takes a lair action to cause
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                     effect on itself on a success.
Wither. Ranged Spell Attack: +9;{"diceNotation":"1d20+9","rollType":"spell","rollAction":"Wither"} to hit, range 60 ft., one target. Hit: 14 (4d6);{"diceNotation":"4d6
                                                
                                            
                                                
                                                     skeleton covered with fungi and bark-like lichen. A lichen lich has vines within its chest cavity. These vines exude viscid and poisonous black fluid.On initiative count 20 (losing initiative ties), the
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    . Ranged Spell Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Necrotic Bolt"} to hit, range 120 ft., one target. Hit: 17 (3d8 + 4);{"diceNotation":"3d8+4","rollType":"damage
                                                
                                            
                                                
                                                     response, the Ulmist Inquisition and the then-mortal Count Strahd von Zarovich faced the lich in battle. Their bravery would have been for naught if Osybusâs disciples hadnât betrayed him
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    ","rollAction":"Necrotic Bolt"} to hit, range 120 ft., one target. Hit: 17 (3d8 + 4);{"diceNotation":"3d8+4","rollType":"damage","rollAction":"Necrotic Bolt","rollDamageType":"necrotic"} necrotic
                                                
                                            
                                                
                                                     master did and to cheat death and become undead horrors.
The threat posed by Osybus and his disciples raised alarms far and wide. In response, the Ulmist Inquisition and the then-mortal Count Strahd
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    .
Shard of Shadow. Ranged Spell Attack: +12;{"diceNotation":"1d20+12","rollType":"spell","rollAction":"Shard of Shadow"} to hit, range 120 ft., one target. Hit: 10 (1d6 + 7);{"diceNotation":"1d6+7
                                                
                                            
                                                
                                                     schemes of others? No one is my equal in cunning.âOn initiative count 20 (losing initiative ties) Nintra can take a lair action to cause one of the following effects; she canât use the same
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                     Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Boulder"} to hit, range 500 ft., one target. Hit: 46 (7d10 + 8);{"diceNotation":"7d10+8","rollType":"damage","rollAction":"Boulder
                                                
                                            
                                                
                                                     breaks off a chunk of his body and places it on the ground in an unoccupied space within 15 feet of him. The chunk of rock instantly transforms into a gargoyle and acts on the same initiative count
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     away. Auril instantly reappears in her Auril (Second Form);second form, in an unoccupied space within 60 feet of where her first form disappeared. Her initiative count doesnât change.
Innate
                                                
                                            
                                                
                                                    ":"Chromatic Orb"} to hit, range 90 ft., one creature. Hit: 13 (3d8);{"diceNotation":"3d8","rollType":"damage","rollAction":"Chromatic Orb","rollDamageType":"cold"} cold damage.Auril can take 3 legendary
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     act immediately after the triton on the same initiative count and fight until theyâre destroyed. They disappear if the triton dies.Multiattack. The triton makes two attacks using Wave Touch and
                                                
                                            
                                                
                                                     Frost"} to hit, range 60 ft., one creature. Hit: 13 (3d8);{"diceNotation":"3d8","rollType":"damage","rollAction":"Ray of Frost","rollDamageType":"cold"} cold damage, and the targetâs speed is
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                    "} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3","rollType":"damage","rollAction":"Drown","rollDamageType":"piercing"} piercing damage plus 4 (1d8
                                                
                                            
                                                
                                                     can take lair actions and has a challenge rating of 13. On initiative count 20 (losing initiative ties), Gar uses a lair action to use his Multiattack or cast one of his spells, up to 3rd level
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    "} 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.Genasi have
                                                
                                            
                                                
                                                     device that controls the elemental cannon. This device, shown in the accompanying illustration, looks like a metal rod with a tip shaped like a birdâs head.Elemental Cannon. On initiative count 20
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    .
Freezing Ray. Ranged Spell Attack: +10;{"diceNotation":"1d20+10", "rollType":"spell", "rollAction":"Freezing Ray"} to hit, range 120 ft., one target. Hit: 17 (3d8 + 4);{"diceNotation":"3d8+4
                                                
                                            
                                                
                                                     Monstrosities). The wolves appear in unoccupied spaces the giant can see within 30 feet of itself. The wolves take their turn immediately after the giant on the same initiative count, and they obey the
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Fire Ray"} to hit, range 30 ft., one target. Hit: 10 ((3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Fire Ray
                                                
                                            
                                                
                                                     threat posed by Osybus and his disciples raised alarms far and wide. In response, the Ulmist Inquisition and the then-mortal Count Strahd von Zarovich faced the lich in battle. Their bravery would have
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     priest. The soul is freed if the priest dies.
Necrotic Bolt. Ranged Spell Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Necrotic Bolt"} to hit, range 120 ft., one target. Hit: 17
                                                
                                            
                                                
                                                     cheat death and become undead horrors.
The threat posed by Osybus and his disciples raised alarms far and wide. In response, the Ulmist Inquisition and the then-mortal Count Strahd von Zarovich
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    ;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Necrotic Bolt"} to hit, range 120 ft., one target. Hit: 17 (3d8 + 4);{"diceNotation":"3d8+4","rollType":"damage","rollAction":"Necrotic Bolt
                                                
                                            
                                                
                                                     raised alarms far and wide. In response, the Ulmist Inquisition and the then-mortal Count Strahd von Zarovich faced the lich in battle. Their bravery would have been for naught if Osybusâs
                                                
                                            
                                        






