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Returning 35 results for 'enter reach'.
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enters reach
Spells
Player’s Handbook
willingly enter the area, and any creature that is possession;possessed by or that has the Charmed or Frightened condition from such creatures isn’t possessed, Charmed, or Frightened by them
Interference. Creatures of any types you choose can’t enter or exit the area using teleportation or interplanar travel.
Fear. Creatures of any types you choose have the Frightened condition while
Monsters
Monster Manual
Air Form. The elemental can enter a creature’s space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so.Multiattack. The elemental makes
two Thunderous Slam attacks.
Thunderous Slam. Melee Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Thunderous Slam"}, reach 10 ft. Hit: 14 (2d8 + 5);{"diceNotation":"2d8
Monsters
Monster Manual
Air Form. The stalker can enter an enemy’s space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so.
Invisibility. The stalker has the
hit", "rollAction":"Wind Swipe"}, reach 5 ft. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4", "rollType":"damage", "rollAction":"Wind Swipe", "rollDamageType":"Force"} Force damage.
Vortex. Constitution
Monsters
Monster Manual
expending extra movement to do so, and it can enter a creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 5 (1d10);{"diceNotation
":"Burn"}, reach 5 ft. Hit: 10 (2d6 + 3);{"diceNotation":"2d6+3", "rollType":"damage", "rollAction":"Burn", "rollDamageType":"Fire"} Fire damage. If the target is a creature or a flammable object, it starts burning.Fire, PoisonBludgeoning, Piercing, Slashing
Monsters
Monster Manual
Freeze. If the elemental takes Cold damage, its Speed decreases by 20 feet until the end of its next turn.
Water Form. The elemental can enter an enemy’s space and stop there. It can move
", "rollAction":"Slam"}, reach 5 ft. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction":"Slam", "rollDamageType":"Bludgeoning"} Bludgeoning damage. If the target is a Medium or
Monsters
Monster Manual
vampire can’t enter a residence without an invitation from an occupant.Running Water. The vampire takes 20 Acid damage if it ends its turn in running water.Stake to the Heart. The vampire is
":"1d20+6", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 8 (2d4 + 3);{"diceNotation":"2d4+3", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"Slashing"} Slashing damage. If the
Monsters
Monster Manual
, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it
vampire has these weaknesses:
Forbiddance. The vampire can’t enter a residence without an invitation from an occupant. Running Water. The vampire takes 20 Acid damage if it ends its turn in running
Monsters
Monster Manual
Ooze Cube. The cube fills its entire space and is transparent. Other creatures can enter that space, but a creature that does so is subjected to the cube’s Engulf and has Disadvantage on the
creature hasn’t witnessed the cube move or otherwise act.Pseudopod. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Pseudopod"}, reach 5 ft. Hit: 12 (3d6 + 2
Monsters
Monster Manual
attacks.
Necrotic Burst. Melee or Ranged Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Necrotic Burst"}, reach 5 ft. or range 120 ft. Hit: 24 (7d6);{"diceNotation
finishes a Long Rest outside that area.
Travel Ward. Creatures can’t use teleportation or planar travel to enter or exit the lair.
If the demilich dies or moves its lair elsewhere, these effects end immediately.Necrotic, Poison, PsychicBludgeoning, Piercing, Slashing
Monsters
Monster Manual
, after which it regains 1 Hit Point.
Vampire Weakness. The vampire has these weaknesses:
Forbiddance. The vampire can’t enter a residence without an invitation from an occupant.Running Water. The
;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Grave Strike"}, reach 5 ft. Hit: 9 (1d8 + 5);{"diceNotation":"1d8+5", "rollType":"damage", "rollAction":"Grave Strike", "rollDamageType
Magic Items
Dungeon Master’s Guide
effect.
Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that
avatar makes a number of Reaping Scythe attacks equal to half the summoner’s Proficiency Bonus (rounded up).
Reaping Scythe. Melee Attack Roll: Automatic hit, reach 5 ft. Hit: 7 (1d8 + 3
Monsters
Heroes of the Borderlands
Needle Sword. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Needle Sword"}, reach 5 ft. Hit: 6 (1d4 + 4);{"diceNotation":"1d4+4", "rollType":"damage", "rollAction
wickedness of other creatures. Those that enter their realms with good intentions might be treated with tiny feasts and celebrations. The wicked face nasty tricks and bold ambushes at the hands of invisible sprite defenders.
Monsters
Dungeon Masters: Ravenloft Play-Along Pack
Air Form. The mist horror can enter an enemy’s space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so.
One with the Mists. While the
"}, reach 5 ft. Hit: 8 (1d10 + 3);{"diceNotation":"1d10+3", "rollType":"damage", "rollAction":"Mind Rend", "rollDamageType":"Psychic"} Psychic damage.
Spellcasting. The mist horror casts one of the
Monsters
Astarion's Book of Hungers
, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it
regains 1 Hit Point after spending 1 hour there.
Vampire Weakness. The vampire has these weaknesses:
Forbiddance. The vampire can’t enter a residence without an invitation from an occupant
Monsters
Forgotten Realms: Adventures in Faerûn
Multiattack. The dragon makes three Rend attacks.
Rend. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Rend"}, reach 10 ft. Hit: 11 (2d6 + 4);{"diceNotation":"2d6
local environment, consuming vast quantities of fish and pale crabs and cultivating fungal growths. They bully nearby communities when they can or enter into cautious arrangements with powerful
Monsters
Astarion's Book of Hungers
Magic Resistance. The vampire has Advantage on saving throws against spells and other magical effects.
Vampire Weakness. The vampire has these weaknesses:
Forbiddance. The vampire can’t enter
Command.
Claw. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 14 (2d8 + 5);{"diceNotation":"2d8+5", "rollType":"damage", "rollAction":"Claw
Polearm Master
Legacy
This doesn't reflect the latest rules and lore.
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Feats
Player’s Handbook (2014)
glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
classes
Tasha’s Cauldron of Everything
. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach.
classes
Tasha’s Cauldron of Everything
. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach.
classes
Xanathar's Guide to Everything
Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a
Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where
Monsters
Waterdeep: Dungeon of the Mad Mage
Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.
Creatures
when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while
Monsters
Out of the Abyss
Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.
Creatures
creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.Pseudopod. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Pseudopod
Gelatinous Cube
Legacy
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Monsters
Basic Rules (2014)
Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.
Creatures
. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.Pseudopod. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction
Nightmare
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
feet.Hooves. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Hooves"} to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4","rollType":"damage
Stride. The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.Fire
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 1 piercing damage.The seals native to the Sea of Moving Ice often beach themselves on ice floes and rocky shores. They are
acclimated to the cold weather and feed primarily on small fish, squid, and clams. Seal pups have yellowish-white fur, which turns silvery gray as they enter adulthood.
Monsters
Lost Laboratory of Kwalish
Transparent. Even when an ooze-folk is in plain sight, it takes a DC 12 Wisdom (Perception) check to spot an ooze-folk that has neither moved nor attacked. A creature that tries to enter the ooze
one glass longsword attack and one pseudopod attack.
Glass Longsword. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Glass Longsword"} to hit, reach 5 ft., one
Monsters
Tales from the Yawning Portal
Amphibious. Tecuziztecatl can breathe air and water.
Glowing. Tecuziztecatl sheds dim light within 20 feet of itself.
Flexible. Tecuziztecatl can enter a space large enough for a Medium creature
attacks.
Pseudopod. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Pseudopod"} to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3);{"diceNotation":"2d8+3","rollType
Water Elemental
Legacy
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Monsters
Basic Rules (2014)
Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Freeze. If the elemental takes cold damage, it
":"to hit","rollAction":"Slam"} to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4","rollType":"damage","rollAction":"Slam","rollDamageType":"bludgeoning"} bludgeoning damage
Monsters
Spelljammer: Adventures in Space
creature that is missing any hit points), reach 10 ft., one target. Hit: 27 (4d10 + 5);{"diceNotation":"4d10+5","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.Night
refuse. They can enter the air envelopes of these bodies, so that as their “host” moves (often at high speed), the scavvers keep pace. The lesser varieties—brown and gray&mdash
Air Elemental
Legacy
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Monsters
Basic Rules (2014)
Air Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.Multiattack. The elemental makes two slam attacks
.
Slam. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Slam"} to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5);{"diceNotation":"2d8+5","rollType":"damage
Monsters
Tales from the Yawning Portal
","rollAction":"Dagger"} to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.The kobolds that
who enter her throne room, and in fact is looking for some help from a group of outsiders that can help her contend with the goblins that live nearby. But if she or any other kobolds are threatened or set upon, Yusdrayl defends herself and her tribe as fiercely as she can.
Monsters
Spelljammer: Adventures in Space
creature that is missing any hit points), reach 5 ft., one target. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.Gray scavvers
, living off droppings and discarded refuse. They can enter the air envelopes of these bodies, so that as their “host” moves (often at high speed), the scavvers keep pace. The lesser varieties
Monsters
Giants of the Star Forge
Air Form. The apparition can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.Multiattack. The apparition makes two slam
attacks.
Slam. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Slam"} to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5);{"diceNotation":"2d8+5","rollType":"damage
Monsters
Princes of the Apocalypse
instead.
Magic Resistance. Olhydra has advantage on saving throws against spells and other magical effects.
Water Form. Olhydra can enter a hostile creature’s space and stop there. She can move
hit","rollAction":"Slam"} to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5);{"diceNotation":"3d10+5","rollType":"damage","rollAction":"Slam","rollDamageType":"bludgeoning"} bludgeoning damage, and
monsters
following effect. Wisdom Saving Throw: DC 15. Failure: The target takes a Reaction to make a melee attack roll against a creature within reach. If no creature is within reach, the target takes 7 (2d6
);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Aura of Violence", "rollDamageType":"Psychic"} Psychic damage.
Whirling Form. The gallows speaker can enter a creature’s space and