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                        Returning 35 results for 'nbsp cosmic reach pdf'.
                    
                
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ":"Talons"}, reach 5 ft. Hit: 7 (1d10 + 2);{"diceNotation":"1d10+2", "rollType":"damage", "rollAction":"Talons", "rollDamageType":"Slashing"} Slashing damage.
Spellcasting. The owl casts one of the following
                                                
                                            
                                                
                                                     spells, requiring no spell components and using Wisdom as the spellcasting ability:
At Will: Detect Evil and Good, Detect Magic1/Day: ClairvoyanceNecrotic, Radiant
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    : Bonus equals your spell attack modifier, reach 10 feet. Hit:1d6 + 4 + the spell’s level Piercing damage.
Breath Weapon. Dexterity Saving Throw: DC equals your spell save DC, each creature in
                                                
                                            
                                                
                                                    .
 
 
Mod
Save
STR
19
+4
+4
DEX
14
+2
+2
CON
17
+3
+3
 
 
Mod
Save
INT
10
+0
+0
WIS
14
+2
+2
CHA
14
+2
+2
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Multiattack. The fungus makes two Rotting Touch attacks.
Rotting Touch. Melee Attack Roll: +2;{"diceNotation":"1d20+2", "rollType":"to hit", "rollAction":"Rotting Touch"}, reach 10 ft. Hit: 4
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ":"1d20+14", "rollType":"to hit", "rollAction":"Storm Sword"}, reach 10 ft. Hit: 23 (4d6 + 9);{"diceNotation":"4d6+9", "rollType":"damage", "rollAction":"Storm Sword", "rollDamageType":"Slashing"} Slashing
                                                
                                            
                                                
                                                     spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 18):
At Will: Detect Magic, Light1/Day: Control WeatherLightning, ThunderCold
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    ). Ranged Attack Roll: Bonus equals your spell attack modifier, range 150 ft. Hit: 1d8 + 3 + the spell’s level Psychic damage.
Psychic Slam (Mind Flayer Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 3 + the spell’s level Psychic damage.
                                                
                                            
                                                
                                                    .
Aberrant Spirit
Medium Aberration, Neutral
AC 11 + the spell’s level
HP 40 + 10 for each spell level above 4
Speed 30 ft.; Fly 30 ft. (hover; Beholderkin only)
 
 
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    
Speed 30 ft.; Climb 30 ft. (Land only); Fly 60 ft. (Air only); Swim 30 ft. (Water only)
 
 
Mod
Save
STR
18
+4
+4
DEX
11
+0
+0
CON
16
+3
+3
                                                
                                            
                                                
                                                    
 
 
Mod
Save
INT
4
–3
–3
WIS
14
+2
+2
CHA
5
−3
−3
Senses Darkvision 60 ft.; Passive Perception 12
Languages 
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    ); Fly 40 ft. (hover; Air only); Swim 40 ft. (Water only)
 
 
Mod
Save
STR
18
+4
+4
DEX
15
+2
+2
CON
17
+3
+3
 
 
Mod
Save
                                                
                                            
                                                
                                                    . The spirit makes a number of Slam attacks equal to half this spell’s level (round down).
Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 4 + the spell
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    . (Demon only); Fly 60 ft. (Devil only)
 
 
Mod
Save
STR
13
+1
+1
DEX
16
+3
+3
CON
15
+2
+2
 
 
Mod
Save
INT
10
+0
+0
                                                
                                            
                                                
                                                     makes a number of attacks equal to half this spell’s level (round down).
Bite (Demon Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d12 + 3 + the spell
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Water Breathing. The shark can breathe only underwater.Multiattack. The shark makes two Bite attacks.
Bite. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction
                                                
                                            
                                                
                                                    ":"Bite"} (with Advantage if the target doesn’t have all its Hit Points), reach 5 ft. Hit: 22 (3d10 + 6);{"diceNotation":"3d10+6", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing damage.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Water Breathing. The piranha can breathe only underwater.Bite. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"}) (with Advantage if the target doesn’t have all its Hit Points), reach 5 ft. Hit: 1 Piercing damage.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Smother. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Smother"}, reach 5 ft. Hit: 10 (2d6 + 3);{"diceNotation":"2d6+3", "rollType":"damage", "rollAction
                                                
                                            
                                                
                                                    ":"Smother", "rollDamageType":"Bludgeoning"} Bludgeoning damage. If the target is a Medium or smaller creature, the rug can give it the Grappled condition (escape DC 13) instead of dealing damage. Until
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Death Burst. The gas spore bursts when it dies. Constitution Saving Throw: DC 10, each creature in a 20-foot Emanation originating from the gas spore. Failure: The target takes 10 (3d6
                                                
                                            
                                                
                                                    ":"1d20+0", "rollType":"to hit", "rollAction":"Tendril"}, reach 5 ft. Hit: 3 (1d6);{"diceNotation":"1d6", "rollType":"damage", "rollAction":"Poison", "rollDamageType":"Poison"} Poison damage, and the target has the Poisoned condition until the end of its next turn.Poison
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    .
Slam. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Slam"}, reach 5 ft. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2", "rollType":"damage", "rollAction":"Slam
                                                
                                            
                                                
                                                    ", "rollDamageType":"Force"} Force damage.
Electrical Discharge. Ranged Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Electrical Discharge"}, range 120 ft. Hit: 5 (1d6
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    .
 
 
Mod
Save
STR
18
+4
+4
DEX
10
+0
+0
CON
18
+4
+4
 
 
Mod
Save
INT
14
+2
+2
WIS
11
+0
+0
CHA
5
                                                
                                            
                                                
                                                    
Multiattack. The spirit makes a number of Slam attacks equal to half this spell’s level (round down).
Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 4 + the
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    ’s level in the stat block.
Fey Spirit
Small Fey, Neutral
AC 12 + the spell’s level
HP 30 + 10 for each spell level above 3
Speed 30 ft., Fly 30 ft.
 
 
Mod
Save
                                                
                                            
                                                
                                                    
STR
13
+1
+1
DEX
16
+3
+3
CON
14
+2
+2
 
 
Mod
Save
INT
14
+2
+2
WIS
11
+0
+0
CHA
16
+3
+3
Immunities Charmed
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    "}, reach 5 ft. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"Slashing"} Slashing damage. If the target is a Large or smaller creature, it has the Prone condition.
                                                
                                            
                                                
                                                    Multiattack. The bear makes one Bite attack and one Claw attack.
Bite. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 7 (1d8 + 3
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     level above 5.
Animated Object
Huge or Smaller Construct, Unaligned
AC 15
HP 10 (Medium or smaller), 20 (Large), 40 (Huge)
Speed 30 ft.
 
 
Mod
Save
STR
16
+3
                                                
                                            
                                                
                                                    
+3
DEX
10
+0
+0
CON
10
+0
+0
 
 
Mod
Save
INT
3
−4
−4
WIS
3
−4
−4
CHA
1
−5
−5
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    "}, reach 5 ft. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing damage plus 2 (1d4);{"diceNotation":"1d4", "rollType":"damage
                                                
                                            
                                                
                                                     IllusionSuperior Invisibility. The dragon casts Greater Invisibility on itself, requiring no spell components and using the same spellcasting ability as Spellcasting.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Multiattack. The githzerai makes two Psi Strike attacks.
Psi Strike. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Psi Strike"}, reach 5 ft. Hit: 6 (1d8 + 2
                                                
                                            
                                                
                                                     using the same spellcasting ability as Spellcasting.Psi-Powered Leap (2/Day). The githzerai casts Jump, requiring no spell components and using the same spellcasting ability as Spellcasting.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    ’s level
HP 30 + 10 for each spell level above 4
Speed 40 ft., Climb 40 ft., Fly 40 ft. (Wasp only)
 
 
Mod
Save
STR
17
+3
+3
DEX
13
+1
+1
CON
                                                
                                            
                                                
                                                    
15
+2
+2
 
 
Mod
Save
INT
4
−3
−3
WIS
14
+2
+2
CHA
3
−4
−4
Senses Darkvision 60 ft., Passive Perception 12
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    
Speed 30 ft.; Fly 40 ft. (hover; Ghostly only)
 
 
Mod
Save
STR
12
+1
+1
DEX
16
+3
+3
CON
15
+2
+2
 
 
Mod
Save
                                                
                                            
                                                
                                                    ). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 3 + the spell’s level Necrotic damage, and the target has the Frightened condition until the end of its next
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     number of Hit Dice [d10s] equal to the spell’s level)
Speed 60 ft., Fly 60 ft. (requires level 4+ spell)
 
 
Mod
Save
STR
18
+4
+4
DEX
12
+1
+1
CON
                                                
                                            
                                                
                                                    
14
+2
+2
 
 
Mod
Save
INT
6
−2
−2
WIS
12
+1
+1
CHA
8
−1
−1
Senses Passive Perception 11
Languages Telepathy
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Javelin"}, reach 10 ft. or range 30/120 ft. Hit: 13 (3d6 + 3);{"diceNotation":"3d6+3", "rollType":"damage", "rollAction":"Javelin
                                                
                                            
                                                
                                                    ", "rollDamageType":"Piercing"} Piercing damage.
Morningstar. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Morningstar"} (with Advantage if the target is
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     Blade"}, reach 5 ft. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5", "rollType":"damage", "rollAction":"Pact Blade", "rollDamageType":"Slashing"} Slashing damage plus 18 (4d8);{"diceNotation":"4d8
                                                
                                            
                                                
                                                     following spells, using Charisma as the spellcasting ability (spell save DC 17):
At Will: Thaumaturgy 1/Day Each: Jallarzi's Storm of Radiance (level 7 version), Mass Suggestion
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     Celestial, Neutral
AC 11 + the spell’s level + 2 (Defender only)
HP 40 + 10 for each spell level above 5
Speed 30 ft., Fly 40 ft.
 
 
Mod
Save
STR
16
+3
+3
                                                
                                            
                                                
                                                    
DEX
14
+2
+2
CON
16
+3
+3
 
 
Mod
Save
INT
10
+0
+0
WIS
14
+2
+2
CHA
16
+3
+3
Resistances Radiant
Immunities Charmed
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Tunneler. The ankheg can burrow through solid rock at half its Burrow Speed and leaves a 10-foot-diameter tunnel in its wake.Bite. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to
                                                
                                            
                                                
                                                     hit", "rollAction":"Bite"} (with Advantage if the target is Grappled by the ankheg), reach 5 ft. Hit: 10 (2d6 + 3);{"diceNotation":"2d6+3", "rollType":"damage", "rollAction":"Bite", "rollDamageType
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Mace. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Mace"}, reach 5 ft. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2", "rollType":"damage", "rollAction":"Mace
                                                
                                            
                                                
                                                    ":"Radiant"} Radiant damage.
Spellcasting. The priest casts one of the following spells, using Wisdom as the spellcasting ability:
At Will: Light, ThaumaturgyDivine Aid (1/Day). The priest casts Bless, Healing Word, or Sanctuary, using the same spellcasting ability as Spellcasting.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Multiattack. The bandit makes three Dagger attacks.
Dagger. Melee or Ranged Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Dagger"}, reach 5 ft. or range 20/60 ft. Hit
                                                
                                            
                                                
                                                     following spells, using Intelligence as the spellcasting ability (spell save DC 14):
At Will: Disguise Self, Mage Hand, Minor Illusion 1/Day Each: Hold Person (level 4 version), Mage Armor (included in AC), Major Image
 
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     a successful DC 14 Wisdom (Insight) check.Multiattack. The hag makes two Claw attacks.
Claw. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit
                                                
                                            
                                                
                                                    , +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Dancing Lights, Disguise Self (24-hour duration), Invisibility (self only, and the hag leaves no tracks while Invisible), Minor Illusion, Ray of Sickness (level 3 version)
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Scimitar"}, reach 5 ft. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5", "rollType":"damage", "rollAction":"Scimitar", "rollDamageType
                                                
                                            
                                                
                                                     damage plus 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Pistol", "rollDamageType":"Poison"} Poison damage.Deadly Aim. The bandit gives itself Advantage on the next attack
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     least 1 Hit Point.Multiattack. The slaad makes two Chaos Claw attacks.
Chaos Claw. Melee Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Chaos Claw"}, reach 10 ft. Hit: 9
                                                
                                            
                                                
                                                     (self only), TonguesAcid, Cold, Fire, Lightning, ThunderShape-Shift. The slaad shape-shifting;shape-shifts into a Small or Medium Humanoid, or it returns to its true form. Other than its size
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     with a use of Spellcasting.
Claw. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Claw"}, reach 10 ft. Hit: 10 (1d12 + 4);{"diceNotation":"1d12+4", "rollType":"damage
                                                
                                            
                                                
                                                    ;t transformed.
Spellcasting. The oni casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 13):
1/Day Each: Charm
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     save, the zombie drops to 1 Hit Point instead.Multiattack. The zombie uses Eye Rays twice.
Bite. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft
                                                
                                            
                                                
                                                     rays at a target it can see within 120 feet of itself (roll 1d4;{"diceNotation":"1d4, "rollType":"roll", "rollAction":"Eye Rays"}; reroll if the zombie has already used that ray during this turn
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Cursed Touch"}, reach 5 ft. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5", "rollType":"damage", "rollAction":"Cursed Touch", "rollDamageType
                                                
                                            
                                                
                                                     spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18):
At Will: Detect Magic, Detect Thoughts, Disguise Self, Mage Hand, Minor Illusion 1/Day
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     if available.
Bite. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4", "rollType":"damage", "rollAction
                                                
                                            
                                                
                                                     Saving Throw:  DC 15, one Large or smaller creature within 5 feet. Failure: 28 (7d6 + 4);{"diceNotation":"7d6+4", "rollType":"damage", "rollAction":"Constrict", "rollDamageType":"Bludgeoning
                                                
                                            
                                        






