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Returning 35 results for 'engage range'.
Other Suggestions:
enlarge range
engage rage
Monsters
Acquisitions Incorporated
Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Hand Crossbow"} to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3","rollType":"damage","rollAction
” Team's decisionist — and, depending on who you talk to, a reincarnated demigod. (It's a long story.) Those who know him acknowledge his confidence, his arrogance, and his odd ability to engage with
Species
Eberron: Rising from the Last War
bears the mark can feel words as though they are living creatures, struggling to make their meaning known. The mark provides a range of gifts. It translates languages, but it also allows its bearer to
, but that kindly exterior might conceal a scheming mind. Gnomes have a natural love of intrigue, and the different families within the house often engage in subtle schemes and feuds. Doyenne Lyssa
Monsters
Mythic Odysseys of Theros
, range 80/320 ft., one target. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4","rollType":"damage","rollAction":"Shortbow","rollDamageType":"piercing"} piercing damage.
Hail of Arrows (Recharges after a
through endless games of skill. Once a threat is overcome, though, satyrs are quick to engage in their favorite part of battle: the victory celebration.
Monsters
Mythic Odysseys of Theros
":"bludgeoning"} bludgeoning damage.
Shortbow. Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Shortbow"} to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3
possible. This often means turning the same skills that make them famed celebrants toward battle, be it captivating performances or the aim developed through endless games of skill. Once a threat is overcome, though, satyrs are quick to engage in their favorite part of battle: the victory celebration.
Species
Guildmasters’ Guide to Ravnica
, standing almost a head taller than humans on average but weighing about the same. Their hairless skin comes in a range of shades of blue. Their eyes are darker shades of blue or violet. They lack
external ears, their noses are broad and flat, and they are partially amphibious.
Cool Rationality
Despite being talkative, vedalken keep their personal lives private, and they tend to engage more
Monsters
Mordenkainen Presents: Monsters of the Multiverse
that terrorize mortals on the Material Plane by possessing corpses and giving them a semblance of life, after which the demons use them to engage in a range of sordid activities.
In their natural form
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Spell Attack: +11;{"diceNotation":"1d20+11", "rollType":"spell", "rollAction":"Elemental Strike"} to hit, reach 5 ft. or range 60 ft., one target. Hit: 18 (2d10 + 7) acid;{"diceNotation":"2d10+7
frequently engage in deceptions and other complex games of wits against one another.
Most high fae remain secluded deep within the wilds of Eldraine. They draw power from motes of light found
Monsters
Waterdeep: Dungeon of the Mad Mage
Special Equipment. Halaster wears a robe of eyes that lets him see in all directions, gives him darkvision out to a range of 120 feet, grants advantage on Wisdom (Perception) checks that rely on
sight, and allows him to see invisible creatures and objects, as well as into the Ethereal Plane, out to a range of 120 feet.
Halaster wields a blast scepter (a very rare magic item that requires
Magic Items
Infernal Machine Rebuild
darkvision out to a range of 120 feet.
The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is a rough, ruined echo. While you are attuned
blank slate. It thus encourages its wielder to engage in constant destruction, claiming that this will allow the creation of a more superior vision from the ruin of what came before.
Monsters
Mordenkainen's Fiendish Folio Volume 1
damage.
Rock. Ranged Weapon Attack: +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Rock"} to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8);{"diceNotation":"4d10+8","rollType
the chosen prize. A giant might undertake a carefully planned robbery, making extensive use of magic to cover their presence. Or it might engage in a brute-force raid that involves tearing off the
monsters
Tests with Disadvantage.
Dagger. Melee or Ranged Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Dagger"}, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3
start of its next turn.Far from the waking world and beyond the Dimension of Dreams sprawl the cold, windswept plains of Leng. There, the mysterious and malevolent denizens of Leng engage in abstruse
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
to incinerate people and structures alike. It then soars out of missile range until its breath weapon recharges. After dealing as much damage as it can from the air, the dragon lands and begins
searching through the smoldering ruins to eliminate any survivors. Whenever the characters engage the dragon, they buy time for Ten-Towners to flee. Reduce a town’s losses as you see fit to account for the characters’ interference. Heroes are all that stand between Ten-Towns and certain destruction
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
to incinerate people and structures alike. It then soars out of missile range until its breath weapon recharges. After dealing as much damage as it can from the air, the dragon lands and begins
searching through the smoldering ruins to eliminate any survivors. Whenever the characters engage the dragon, they buy time for Ten-Towners to flee. Reduce a town’s losses as you see fit to account for the characters’ interference. Heroes are all that stand between Ten-Towns and certain destruction
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
and their treasures. A mountain range known as the Labyrinth separates the Demon Wastes from the Eldeen Reaches. Due to ancient warding magic, any foul thing that wishes to leave must pass through the
consider the people of the Five Nations to be soft and naive. The Carrion Tribes are savage barbarians who dwell in the Wastes. Each tribe is devoted to one of the archfiends and they engage in endless
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
arrogance, and his odd ability to engage with others by somehow saying exactly what each listener wants to hear. Whether this is some subtle magical ability or simply grifter’s charm, he makes good use of
his hand crossbow.
Hooked Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
and their treasures. A mountain range known as the Labyrinth separates the Demon Wastes from the Eldeen Reaches. Due to ancient warding magic, any foul thing that wishes to leave must pass through the
consider the people of the Five Nations to be soft and naive. The Carrion Tribes are savage barbarians who dwell in the Wastes. Each tribe is devoted to one of the archfiends and they engage in endless
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
arrogance, and his odd ability to engage with others by somehow saying exactly what each listener wants to hear. Whether this is some subtle magical ability or simply grifter’s charm, he makes good use of
his hand crossbow.
Hooked Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, however. Anyone attuned to the item can be targeted by a detect thoughts spell cast by Xendros, with no limit on range; any saving throws triggered by the spell automatically fail; and the target has no
.
Buying Items Xendros asks for a 50 gp retainer to engage her services as an item broker each week, and the process consumes a character’s effort for a week as it involves multiple meetings to haggle over
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
of your enemies, Acq Inc has no opinion on personal hygiene as long as the job gets done. The amazing diversity on display across the full range of Acquisitions Incorporated franchises and commercial
operations epitomizes the all-inclusive nature of an Acq Inc campaign. No matter what your favorite type of character, there’s something for you in this chapter. Or, if you like, you can engage with
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, encouraging the players to engage in downtime activities before heading off for Phandalin can help them get comfortable with the idea of dedicating nonadventuring time to personal and business
approach the characters take, remember that learning the full scope of the orrery’s history, the secrets of its creator, and the range of its powers is the goal of the whole campaign. Whatever small bits
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
of your enemies, Acq Inc has no opinion on personal hygiene as long as the job gets done. The amazing diversity on display across the full range of Acquisitions Incorporated franchises and commercial
operations epitomizes the all-inclusive nature of an Acq Inc campaign. No matter what your favorite type of character, there’s something for you in this chapter. Or, if you like, you can engage with
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, however. Anyone attuned to the item can be targeted by a detect thoughts spell cast by Xendros, with no limit on range; any saving throws triggered by the spell automatically fail; and the target has no
.
Buying Items Xendros asks for a 50 gp retainer to engage her services as an item broker each week, and the process consumes a character’s effort for a week as it involves multiple meetings to haggle over
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, encouraging the players to engage in downtime activities before heading off for Phandalin can help them get comfortable with the idea of dedicating nonadventuring time to personal and business
approach the characters take, remember that learning the full scope of the orrery’s history, the secrets of its creator, and the range of its powers is the goal of the whole campaign. Whatever small bits
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
catches all of the drow off guard. The drow rush to defend the outpost from a possible attack. The demons initially buzz past the hanging towers, leaving the walkways and caverns out of range of the
warriors as the demons savagely tear into each other. The drow move to engage the demons and defend the outpost, leaving the characters with an opportunity to escape. You can combine this event with
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
crossbows or other weapons to attack at range, but running from the Watch — though it may be a time-honored tradition for local miscreants — rarely works out for newcomers to the city. I guarantee that all
Elturgard. As long as you don’t engage in unlawful behavior, you can expect to be left untroubled by the Watch. WATCH TALK
Members of the City Watch employ a sort of slang in dealing with the public
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
crossbows or other weapons to attack at range, but running from the Watch — though it may be a time-honored tradition for local miscreants — rarely works out for newcomers to the city. I guarantee that all
Elturgard. As long as you don’t engage in unlawful behavior, you can expect to be left untroubled by the Watch. WATCH TALK
Members of the City Watch employ a sort of slang in dealing with the public
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ice, home to yetis, remorhazes, white dragons, and other creatures of cold. The inhabitants of the plane engage in a never-ending battle to prove their strength and ensure their survival. The
of Magma The boundary between the Plane of Earth and the Plane of Fire is a great range of volcanic mountains. The Plane of Magma, also called the Fountains of Creation, is home to azers, fire giants
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
. Vedalken are tall and slender, standing almost a head taller than humans on average but weighing about the same. Their hairless skin comes in a range of shades of blue. Their eyes are darker shades of
tend to engage more with ideas than with people. They form close friendships based on mutual interests or compelling disagreements, and their interactions dwell on their thoughts about those issues
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ice, home to yetis, remorhazes, white dragons, and other creatures of cold. The inhabitants of the plane engage in a never-ending battle to prove their strength and ensure their survival. The
of Magma The boundary between the Plane of Earth and the Plane of Fire is a great range of volcanic mountains. The Plane of Magma, also called the Fountains of Creation, is home to azers, fire giants
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
. Vedalken are tall and slender, standing almost a head taller than humans on average but weighing about the same. Their hairless skin comes in a range of shades of blue. Their eyes are darker shades of
tend to engage more with ideas than with people. They form close friendships based on mutual interests or compelling disagreements, and their interactions dwell on their thoughts about those issues
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet. The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is a
owner can rebuild the world from a blank slate. It thus encourages its wielder to engage in constant destruction, claiming that this will allow the creation of a more superior vision from the ruin of what came before.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
catches all of the drow off guard. The drow rush to defend the outpost from a possible attack. The demons initially buzz past the hanging towers, leaving the walkways and caverns out of range of the
warriors as the demons savagely tear into each other. The drow move to engage the demons and defend the outpost, leaving the characters with an opportunity to escape. You can combine this event with
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
infiltrating the temples. Each cult’s monstrous allies rarely challenge a group of cultists that proceeds with confidence. Human members of the cult have a good chance to spot impostors at close range, but
is present, and the characters can engage their foe. After one prophet falls, the remaining three prophets retreat to lower levels, leaving their minions to defend the temple dungeons. The characters
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
infiltrating the temples. Each cult’s monstrous allies rarely challenge a group of cultists that proceeds with confidence. Human members of the cult have a good chance to spot impostors at close range, but
is present, and the characters can engage their foe. After one prophet falls, the remaining three prophets retreat to lower levels, leaving their minions to defend the temple dungeons. The characters
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet. The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is a
owner can rebuild the world from a blank slate. It thus encourages its wielder to engage in constant destruction, claiming that this will allow the creation of a more superior vision from the ruin of what came before.