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Returning 35 results for 'index.php do reach leather'.
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Monsters
Waterdeep: Dragon Heist
;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Scimitar"} to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage","rollAction":"Scimitar","rollDamageType
cultivates mushrooms, spores, and molds. He wears a leather skullcap stitched with fake beholder eyestalks.Poison
Monsters
Waterdeep: Dragon Heist
","rollAction":"Glaive"} to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4);{"diceNotation":"1d10+4","rollType":"damage","rollAction":"Glaive","rollDamageType":"slashing"} slashing damage.
Oversized Longbow
does the question of where he might show up next.
Treasure. Ziraj wears leather,+2;+2 leather armor and carries an oversized longbow. This unique weapon can be used only by a Medium or larger
Monsters
The Wild Beyond the Witchlight
not incapacitated.
Special Equipment. Molliver wears leather, +1; +1 leather armor and boots of levitation.Multiattack. Molliver makes two Dagger or Shortsword attacks, or one of each.
Dagger. Melee
or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","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
Monsters
Waterdeep: Dragon Heist
Special Equipment. Jarlaxle wears Leather, +3; +3 leather armor, a hat of disguise, a bracer of flying daggers (see appendix A), a cloak of invisibility, a knave's eye patch (see appendix A), and a
;{"diceNotation":"1d20+14","rollType":"to hit","rollAction":"3 Rapier"} to hit, reach 5 ft., one target. Hit: 13 (1d8 + 9);{"diceNotation":"1d8+9","rollType":"damage","rollAction":"3 Rapier","rollDamageType
Monsters
Dragon of Icespire Peak
-quarters cover.Multiattack. Falcon makes three melee attacks or two ranged attacks.
Longsword. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Longsword"} to hit, reach
wears a fur-lined cloak over his studded leather armor.
He stands 6 feet, 6 inches tall, and has black hair and broad shoulders. His eyes are as blue, cold, and sharp as ice, and he sports a neatly
Monsters
Baldur’s Gate: Descent into Avernus
advantage on saving throws against spells and other magical effects.
Equipment. Smiler wears leather, +2;+2 leather armor. He carries seven soul coin;soul coins in a bag and a shortsword, +1;+1
","rollAction":"magicitem"} to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6);{"diceNotation":"1d6+6","rollType":"damage","rollAction":"magicitem","rollDamageType":"piercing"} piercing damage.Smiler
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2);{"diceNotation":"2d8+2","rollType":"damage
2
Iron skillet
3
Remnants of silk banner embroidered with a moon-and-stars motif
4
Corroded gauntlet with skeletal hand in it
5
Assorted keys
6
Old leather boot
7
Beehive
8
Humanoid teeth
PoisonCold, Fire, Lightning
Monsters
Waterdeep: Dragon Heist
Special Equipment. Victoro wears a ring of protection and glamoured studded leather disguised to look like fine clothing. He carries a rod of rulership shaped like a ruby-tipped cane.
Fey Ancestry
): earthquakeMultiattack. Victoro makes two attacks with his rapier.
Rapier. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Rapier"} to hit, reach 5 ft., one target. Hit: 5 (1d8
Magic Items
Acquisitions Incorporated
nondescript coin pouch
Sorcerer
A battered leather satchel, prone to spitting out multicolored sparks at the seams
Warlock
A patchwork monster-leather satchel with a “purely decorative
you really don’t want to know about, there is no chance for the spell to end.
That Thing You Need
At rank 3, you can use a bonus action to reach into your living loot satchel and make a DC 15
Monsters
Baldur’s Gate: Descent into Avernus
","rollAction":"Wicked Sickle"} to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4);{"diceNotation":"2d4+4","rollType":"damage","rollAction":"Wicked Sickle","rollDamageType":"slashing"} slashing damage
gnome with a hunched back and a sinewy frame springs from the earth. The creature has a pointed leather cap, pants of similar material, heavy iron boots, and a heavy bladed weapon. From the moment it
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "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
floors, walls, structures, objects, and traps that benefit the colony. A warrior might be responsible for crafting web armor (which is as tough as hide or leather), while a group of workers might be
Monsters
Icewind Dale: Rime of the Frostmaiden
): arcane eye, blightVampiric Touch (3rd-Level Spell; Requires a Spell Slot). Melee Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Vampiric Touch"} to hit, reach 5 ft., one
of a beast.
Spellbook. Vellynne’s spellbook has black leather covers around pages of ragged parchment, all wrapped in a crimson sash. The necromancer’s personal sigil is written in goat
Monsters
Curse of Strahd
":"to hit","rollAction":"Club"} to hit, reach 5 ft., one target. Hit: 2 (1d4);{"diceNotation":"1d4","rollType":"damage","rollAction":"Club","rollDamageType":"bludgeoning"} bludgeoning damage.
Dart
leather pulled taut over an articulated wooden frame. Pidlwick II has rubbed soot around its eyes and mouth, giving it the triangular eyes and jagged grin of a jack-o'-lantern.
Pidlwick II's Traits
Monsters
Curse of Strahd
","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
, to life—even at the cost of my own life.”
Flaw. “I believe my sister can be redeemed.”
Treasure. Kasimir wears a ring of warmth and has a leather-bound spellbook containing all the spells he has
Magic Items
Tasha’s Cauldron of Everything
The Teeth of Dahlver-Nar are stories given form. They are a collection of teeth, each suggestive of wildly different origins and made from various materials. The collection rests within a leather
result is rolled after it’s been used, you draw the next lowest unused tooth on the table.
Sowing Teeth. To sow the tooth, you place it on the ground in an unoccupied space within your reach
Cloaker
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
motionless without its underside exposed, it is indistinguishable from a dark leather cloak.
Light Sensitivity. While in bright light, the cloaker has disadvantage on attack rolls and Wisdom
","rollAction":"Bite"} to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3);{"diceNotation":"2d6+3","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage, and if the target is
Magic Items
Infernal Machine Rebuild
This fine leather bridle tugs at the hand when first held, as though it longs to reach out for a beast nearby. When you hold one end of the bridle, you can use an action to speak its command word
Monsters
The Tortle Package
":"1d20+4","rollType":"to hit","rollAction":"Venomous Claws"} to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"roll","rollAction":"Venomous Claws"} slashing damage plus
replaced with a leather bag that contains a live poisonous snake. The snake requires neither air nor sustenance, and it magically renders the topi’s claws venomous. When a topi dies, the snake
Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
leather, carefully tooled in the intricate designs the elves loved. But no elf in the world of Krynn could grow a beard . . . no elf, but . . .
“Tanis?” said Flint hesitantly as the man
friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ability Score Mod Save
Int 10 +0 +0
Wis 11 +0 +2
Cha 10 +0 +0
Skills Deception +2, Religion +2
Gear Leather Armor, Sickle
Senses Passive Perception 10
Languages Common
CR 1/8 (XP 25; PB +2)
Actions
Ritual Sickle. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 1 Necrotic damage.
Cultist Fanatic Medium or Small Humanoid
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Bandit Bandit
Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 12 (leather armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
+2
Actions
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Swashbuckler Swashbuckler
Medium humanoid (any race), any non-lawful alignment
Armor Class 17 (leather armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft.
STR
12(+1)
DEX
18(+4
Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Expert Expert
1st-level Medium humanoid
Armor Class 14 (studded leather)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR
10 (+0)
DEX
15 (+2)
CON
12 (+1)
INT
13 (+1
Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Swashbuckler Swashbuckler
Medium humanoid (any race), any non-lawful alignment
Armor Class 17 (leather armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft.
STR
12(+1)
DEX
18(+4
Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Cultist Cultist
Medium humanoid (any race), any non-good alignment
Armor Class 12 (leather armor)
Hit Points 9 (2d8)
Speed 30 ft.
STR
11(+0)
DEX
12(+1)
CON
10(+0
Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Actions
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
), neutral evil
Armor Class 14 (studded leather armor)
Hit Points16 (3d8 + 3)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
9 (−1)
WIS
9 (−1
)
CHA
11 (+0)
Skills Intimidation +2
Senses passive Perception 9
Languages Common
Challenge 1/2 (100 XP)
Actions
Multiattack. The ruffian makes two melee attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
as a bonus action.
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
VARIANT: WARHORSE ARMOR
An armored warhorse has an AC
rating.
AC Barding
12 Leather
13 Studded leather
14 Ring mail
15 Scale mail
16 Chain mail
17 Splint
18 Plate
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
alignment
Armor Class 12 (leather armor)
Hit Points 9 (2d8)
Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
11 (+0)
CHA
10
charmed or frightened.
Actions
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Bandit Bandit
Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 12 (leather armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
Actions
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
hooves against the target.
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
VARIANT: WARHORSE ARMOR
An armored warhorse has an AC
.
AC
Barding
12
Leather
13
Studded leather
14
Ring mail
15
Scale mail
16
Chain mail
17
Splint
18
Plate
Compendium
- Sources->Dungeons & Dragons->Monster Manual
+1
Ability Score Mod Save
Int 11 +0 +0
Wis 13 +1 +1
Cha 11 +0 +0
Skills Nature +4, Perception +5, Stealth +6, Survival +5
Gear Leather Armor, Longbow
combination.
Shortsword. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage.
Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage.
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Archer Archer
Medium humanoid (any race), any alignment
Armor Class 16 (studded leather)
Hit Points 75 (10d8 + 30)
Speed 30 ft.
STR
11(+0)
DEX
18(+4)
CON
16(+3
.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Gear Leather Armor, Light Crossbow, Scimitar
Senses Passive Perception 10
Languages Common, Thieves’ Cant
CR 1/8 (XP 25; PB +2)
Actions
Scimitar. Melee Attack Roll: +3, reach 5 ft. Hit: 4
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. If they’re caught in a tight spot, they try to use their boots of levitation to escape. Molliver
Medium Humanoid (Human), Chaotic Good
Armor Class 15 (+1 leather armor)
Hit Points 60 (8d8 + 24
take only half damage, Molliver takes no damage on a successful save or half damage on a failed one, provided Molliver is not incapacitated.
Special Equipment. Molliver wears +1 leather armor and boots
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Medium humanoid (any race), any alignment
Armor Class 13 (leather armor)
Hit Points 16 (3d8 + 3)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
11 (+0
.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.






