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Returning 30 results for 'ease range'.
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each range
else range
edge range
eyes range
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Monsters
Baldur’s Gate: Descent into Avernus
damage.Dagger. Melee or Ranged Weapon Attack: +4;{"diceNotation":"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
upon their god’s power to blend into the shadows with ease, or even turn invisible for a crucial moment.
Cult Ranks. Low-ranking cultists of Bhaal are called night blade;night blades, whom Bhaal
Monsters
Baldur’s Gate: Descent into Avernus
or Ranged Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5);{"diceNotation":"1d4+5","rollType":"damage
power to blend into the shadows with ease, or even turn invisible for a crucial moment.
Cult Ranks. Low-ranking cultists of Bhaal are called night blade;night blades, whom Bhaal blesses with
Monsters
Baldur’s Gate: Descent into Avernus
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5);{"diceNotation":"1d4+5","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.
Shroud Self. The reaper
the cities they inhabit. They can call upon their god's power to blend into the shadows with ease, or even turn invisible for a crucial moment.
Cult Ranks. Low-ranking cultists of Bhaal are called night
magic-items
Dungeon Master’s Guide
after you roll Initiative, or you can extinguish the light as a Bonus Action.
While holding this weapon, you can take a Bonus Action to alter its form, turning it into a 6-inch rod (for ease of storage
you. You can’t use this property again until you finish a Short or Long Rest.
Ranged Weapon (Quarterstaff Form Only). This weapon has the Thrown property with a normal range of 30 feet and a
Monsters
Mythic Odysseys of Theros
or Ranged Weapon Attack: +16;{"diceNotation":"1d20+16","rollType":"to hit","rollAction":"Spear"} to hit, reach 15 ft., or range 200/600 ft., one target. Hit: 23 (4d6 + 9);{"diceNotation":"4d6+9
form is enough to ease the minds of the populace. In truly desperate times, priests of Purphoros work their magic to call the colossus to life, whereupon the earth rumbles as it steps down from its twin
races
holding may ferry many times their normal flight weight with them.
The Children of Seth have remarkable memories and are able to recall specific details of their long lives with ease. This aptitude
’s stories. This has led to a wide range of beliefs and religions among the Children of Seth, as they are often greatly influenced by the varied places they visit and the myriad societies they
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Lesser Restoration Level 2 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Bonus Action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a creature and end one
condition on it: Blinded, Deafened, Paralyzed, or Poisoned. MARTIN MOTTET A human Druid casts Lesser Restoration to ease the suffering of a friend who was poisoned in battle
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Bonus Action to alter its form, turning it into a 6-inch rod (for ease of storage) or a 10-foot pole, or reverting it a Quarterstaff; the weapon will elongate only as far as the surrounding space allows
weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. Immediately after you make a ranged attack with the weapon, it flies back to your hand.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Bonus Action to alter its form, turning it into a 6-inch rod (for ease of storage) or a 10-foot pole, or reverting it a Quarterstaff; the weapon will elongate only as far as the surrounding space allows
weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. Immediately after you make a ranged attack with the weapon, it flies back to your hand.
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
take a Bonus Action to alter its form, turning it into a 6-inch rod (for ease of storage) or a 10-foot pole, or reverting it a Quarterstaff; the weapon will elongate only as far as the surrounding space
). This weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. Immediately after you make a ranged attack with the weapon, it flies back to your hand.
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
take a Bonus Action to alter its form, turning it into a 6-inch rod (for ease of storage) or a 10-foot pole, or reverting it a Quarterstaff; the weapon will elongate only as far as the surrounding space
). This weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. Immediately after you make a ranged attack with the weapon, it flies back to your hand.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
. Encourage the players to think about how this might affect their characters. Does it make them feel closer to their friends? Does it ease any suspicions they might have had about each other? Distress
Spores When myconids take damage, they release spores that alert all other myconids within 240 feet of them. All myconids in the cave are in range of each other’s Distress Spores. Myconids in areas B2 and area B3 move to area B4 if they detect Distress Spores.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
ease the minds of the populace. In truly desperate times, priests of Purphoros work their magic to call the colossus to life, whereupon the earth rumbles as it steps down from its twin plinths to
Ranged Weapon Attack: +16 to hit, reach 15 ft., or range 200/600 ft., one target. Hit: 23 (4d6 + 9) piercing damage, or 27 (4d8 + 9) piercing damage if used with two hands to make a melee attack. If the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the target’s speed is halved until the start of the impaler’s next turn.
Wicked Spear. Melee or Ranged Weapon Attack: +11 to hit, reach 10 ft. or range 20/40 ft., one target. Hit: 13 (2d6 + 6
closer to ease their own sense of isolation.
Dawn Carlos
Lonely Sorrowsworn Medium Monstrosity, Typically Neutral Evil
Armor Class 16 (natural armor)
Hit Points 112 (15d8 + 45)
Speed
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world
the highest number possible for each die. In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
damage.
Longbow. Ranged Weapon Attack: +2 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage.
Symbol of Bane
Iron Consul
Medium humanoid (human), lawful evil
Armor Class
Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage when used with two hands to make a melee attack.
Voice of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
pulses from the depths of the hull.
The rotten tangles of timbers and bulkheads are weak after ten years underwater and can be pushed through with relative ease. A large hole in the buried stern of the
can range abroad, Syrgaul is forever trapped within the rift near the source of his dark unlife. As the characters explore this area, Syrgaul and one drowned blade rise from the pile of bones and
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
: +4, range 30/90 ft. Hit: 7 (1d10 + 2) Piercing damage.
Boromar Underboss. Underbosses supervise larger clan operations, such as gambling halls and warehouses of smuggled goods awaiting transport
. Accustomed to the criminal lifestyle, these hardy individuals (mostly halflings) dismiss and dispose of threats with calculated ease. Boromar Underboss Small Humanoid (Halfling), Lawful Evil
AC 16
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
size and weight. Dexterity represents its ease of handling. A vehicle’s Constitution covers its durability and the quality of its construction. Vehicles usually have a score of 0 in Intelligence
the wind
Weapon: Green Flame Arbalester
Armor Class 15
Hit Points 75
Ranged Weapon Attack: +8 to hit, range 200/800 ft. (can’t hit targets within 60 ft. of it), one target. Hit: 16 (3d10
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
. While holding this weapon, you can take a Bonus Action to alter its form, turning it into a 6-inch rod (for ease of storage) or a 10-foot pole, or reverting it a Quarterstaff; the weapon will elongate
. Ranged Weapon (Quarterstaff Form Only). This weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. Immediately after you make a ranged attack with the weapon, it flies back to your hand.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
hurls a bottle at a specific target in range must make a ranged attack against that target. On a hit, the target takes 7 (2d6) lightning damage. Desk. The toad-shaped paperweight on the desk is an actual
furniture found in the turret and climbing to the top of the stack. Once they do that, the boards can be lifted away or pushed aside with ease. The belfry contains a 50-pound silver bell attached to a 25
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
but also has a dry sense of humor. Dredavex is industrious and likes to ease tension by telling crude jokes it has learned from eating goblin brains. If they or any of the gnome squidlings are
broadcasts on an endless loop until Vorryn or Dredavex decides to shut it off, or until the transmitter is disabled or destroyed (see area N7). The signal has a range of 50 miles. Those lucky few who can
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
feared duergar mind masters usually operate as spies, both inside and beyond a duergar stronghold. Their psionically augmented abilities enable them to see through illusions with ease and shrink down to
) piercing damage, or 8 (2d4 + 3) piercing damage while Xardorok is enlarged.
Eldritch Blast (Cantrip). Ranged Spell Attack: +7 to hit, range 120 ft., one creature. Hit: 9 (1d10 + 4) force damage
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
try to enter clandestinely, the place is immense enough that a small group can sneak in with relative ease. If uninvited visitors arrive openly, they can expect a sharp reception from githyanki patrol
range from trophies and treasure to prisoners of other races that have been set free and left to fend for themselves. The few githyanki who dwell here maintain a semblance of order amid the wreckage
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
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
the end of its next turn.
Hold Breath. The initiate can hold its breath for 30 minutes.
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Dark Tide Knight Dark Tide knights are the elite warriors of the
the water cult, since they can slip under locked doors or pass through bars and similar obstacles with ease. Fathomer
Medium humanoid (human), neutral evil
Armor Class 10 (13 with mage armor
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
action to aim it, and one action to fire it (+6 to hit, range 120/480 ft., one target). On a hit, a ballista bolt deals 16 (3d10) piercing damage. Each ballista comes with ten bolts stored in a rack
behind five treasure chests and five intact crates (numbered below for ease of bookkeeping). The chests are unlocked, their locks broken off. Chest 1 contains 400 sp, 180 gp, and three gold bracelets (25
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
. Hit: 6 (1d8 + 2) piercing damage plus 5 (2d4) poison damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Shared Invisibility
abilities enable them to see through illusions with ease and shrink down to miniature size to spy on their targets. Duergar Mind Master
Medium Humanoid (Dwarf), Any Alignment
Armor Class 14 (leather
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
can be made to climb the stairs without an ability check. Mules, being surefooted, can climb the steps with ease and don’t need to be coaxed. Chimera Lair After climbing 350 feet, the staircase is
chaotic good. She has a speed of 25 feet and darkvision out to a range of 60 feet. She speaks Common and Gnomish. She has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Fortune’s Wheel Locations The following locations are keyed to map 3.1. The compass and cardinal directions on the map are provided for ease of use. Jared Blando Map 3.1: Fortune’s Wheel View Player
can hear and see through the sensors as if they were there, but they can’t move them. In addition to their observation capabilities, the sensors extend the range of each nothic’s Weird Insight action