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                        Returning 35 results for 'reach shelter'.
                    
                
                        
                            
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                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    "} to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4);{"diceNotation":"1d12+4","rollType":"damage","rollAction":"Greataxe","rollDamageType":"slashing"} slashing damage.
Javelin. Melee or Ranged Weapon
                                                
                                            
                                                
                                                     Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Javelin"} to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4","rollType":"damage
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    ":"to hit", "rollAction":"Club"} to hit, reach 5 ft., one target. Hit: 2 (1d4);{"diceNotation":"1d4", "rollType":"damage", "rollAction":"Club", "rollDamageType":"bludgeoning"} bludgeoning damage.
Light
                                                
                                            
                                                
                                                     harengon can use the Hide action.Harengon snipers provide artillery support to gangs of harengon brigand;harengon brigands. They hide atop bluffs, in the high branches of trees, and behind shelter
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    ","rollAction":"Greataxe"} to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4);{"diceNotation":"1d12+4","rollType":"damage","rollAction":"Greataxe","rollDamageType":"slashing"} slashing damage.
Javelin
                                                
                                            
                                                
                                                    . Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Javelin"} to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ":"Scimitar"} to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage","rollAction":"Scimitar","rollDamageType":"slashing"} slashing damage.
Spit Fire (Recharges
                                                
                                            
                                                
                                                     relationship with giant strider;giant striders. They provide shelter, food, and breeding grounds in their lairs for giant striders, which then voluntarily serve them as mounts.
Firenewts
Originally from
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    ":"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","rollType":"damage","rollAction":"Dagger
                                                
                                            
                                                
                                                    ","rollDamageType":"piercing"} piercing damage.
Javelin. Melee or Ranged Weapon Attack: +0;{"diceNotation":"1d20+0","rollType":"to hit","rollAction":"Javelin"} to hit, reach 5 ft. or range 30/120 ft., one target
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    : +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Bite"} to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5);{"diceNotation":"1d8+5","rollType":"damage","rollAction":"Bite","rollDamageType
                                                
                                            
                                                
                                                    ","rollType":"to hit","rollAction":"Claws"} to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5);{"diceNotation":"1d6+5","rollType":"damage","rollAction":"Claws","rollDamageType":"piercing"} piercing
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                    ", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3);{"diceNotation":"1d10+3", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"piercing"} piercing damage
                                                
                                            
                                                
                                                     have the prone condition.
Lance (Elf or Hybrid Form Only). Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Lance"} to hit, reach 10 ft., one target. Hit: 9 (1d12
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Greatclub"} to hit, reach 15 ft., one target. Hit: 24 (4d8 + 6);{"diceNotation":"4d8+6", "rollType":"damage", "rollAction":"Greatclub", "rollDamageType
                                                
                                            
                                                
                                                     themselves become lost in the dream. Other stone giants are banished to the surface as punishment. Regardless of the reason they ended up on the surface, if they don’t take shelter under stone
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    -Shaking Movement).Multiattack. The zaratan makes one Bite attack and one Stomp attack.
Bite. Melee Weapon Attack: +17;{"diceNotation":"1d20+17", "rollType":"to hit", "rollAction":"Bite"} to hit, reach
                                                
                                            
                                                
                                                    +17", "rollType":"to hit", "rollAction":"Stomp"} to hit, reach 20 ft., one target. Hit: 26 (3d10 + 10);{"diceNotation":"3d10+10", "rollType":"damage", "rollAction":"Stomp", "rollDamageType":"thunder
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                    +18","rollType":"to hit","rollAction":"Bite"} to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10);{"diceNotation":"2d10+10","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing
                                                
                                            
                                                
                                                    ","rollAction":"Claw"} to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10);{"diceNotation":"2d6+10","rollType":"damage","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.
Tail. Melee
                                                
                                            
                                        
                                                    Goliath
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    Elemental Evil Player's Companion
                                                    
                                                
                                            
                                                     the responsibility to earn a place in the tribe or die trying.
Driven Competitors
Every day brings a new challenge to a goliath. Food, water, and shelter are rare in the uppermost mountain reaches. A
                                                
                                            
                                                
                                                     seek out a larger, more powerful wyrm to battle. Few goliath adventurers reach old age, as most die attempting to surpass their past accomplishments.
Fair Play
For goliaths, competition exists only
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    Driven Competitors Every day brings a new challenge to a goliath. Food, water, and shelter are rare in the uppermost mountain reaches. A single mistake can bring doom to an entire tribe, while an
                                                
                                            
                                                
                                                     competitors, but above all else they are driven to outdo their past efforts. If a goliath slays a dragon, he or she might seek out a larger, more powerful wyrm to battle. Few goliath adventurers reach old age, as most die attempting to surpass their past accomplishments.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     natures. If Buppido or Sarith are still around, either NPC could go mad and attempt to kill the adventurers before they reach the surface world. Derendil might still hold to his delusion of being an
                                                
                                            
                                                
                                                     elf prince wanting to return to his forest kingdom. However, the quaggoth is poorly suited to travel on the surface, needing shelter from the light during the day. He becomes increasingly irrational
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     night. You can call for DC 12 Intelligence (Nature) or Wisdom (Survival) checks to determine whether the characters find shelter or camouflage themselves in time to avoid a passing dragon. Alternatively
                                                
                                            
                                                
                                                     time as possible on open ground, and even dressing as cultists are all useful ploys. Flying to the Well of Dragons is problematic. Whether they’re on metallic dragons or flying under their own power, the characters will be attacked by chromatic dragons long before they reach their destination.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     locations described in this chapter. The characters gain a level if they accomplish an extraordinary feat, such as ending the feud between the goliath clans of Skytower Shelter and Wyrmdoom Crag, or
                                                
                                            
                                                
                                                     surviving a close encounter with Arveiaturace the White Wyrm. Once the characters reach 7th level, they should no long gain levels by exploring locations or surviving random encounters in this chapter. Instead, direct them to the locations described in chapters 5 through 7.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    Giant Strider Firenewts have a close relationship with a type of monstrous beast called a giant strider. Giant striders appear birdlike and reptilian, but are truly neither. Firenewts provide shelter
                                                
                                            
                                                
                                                     points equal to half the fire damage dealt.
 Actions
 Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
 Fire Burst (Recharge 5–6). The giant strider
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     night. You can call for DC 12 Intelligence (Nature) or Wisdom (Survival) checks to determine whether the characters find shelter or camouflage themselves in time to avoid a passing dragon. Alternatively
                                                
                                            
                                                
                                                     time as possible on open ground, and even dressing as cultists are all useful ploys. Flying to the Well of Dragons is problematic. Whether they’re on metallic dragons or flying under their own power, the characters will be attacked by chromatic dragons long before they reach their destination.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     guard over this cavern. It positions itself around the corner so it can’t be seen until intruders reach the top of the ramp. The empty ice floor of this chamber holds a most unexpected sight. A large
                                                
                                            
                                                
                                                     shelter is seemingly built of scraps, and in the style of the tents used by the desert nomads of Calimshan, some two thousand miles to the south.
 Maccath’s shelter is made from huge tapestries and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     guard over this cavern. It positions itself around the corner so it can’t be seen until intruders reach the top of the ramp. The empty ice floor of this chamber holds a most unexpected sight. A large
                                                
                                            
                                                
                                                     shelter is seemingly built of scraps, and in the style of the tents used by the desert nomads of Calimshan, some two thousand miles to the south.
 Maccath’s shelter is made from huge tapestries and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     through their migrations, while others dare the treacherous waters of the Sea of Moving Ice in search of fish, seals, walruses, and whales to sustain them. Dwarves dig into the earth to seek shelter and
                                                
                                            
                                                
                                                     fierce tundra yeti. Despite the unnatural cold and other dangers, people still brave the journey to reach this harsh winterscape, searching for opportunity and adventure. The goblin fortress of Karkolohk perches atop a rocky spur in the foothills of the Spine of the World
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    Harengon Sniper Harengon snipers provide artillery support to gangs of harengon brigands. They hide atop bluffs, in the high branches of trees, and behind shelter, ready to pick off targets from a
                                                
                                            
                                                
                                                    .
 Actions
 Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
 Light Crossbow. Ranged Weapon Attack: +5 to hit (the target gains no benefit from less
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
                                                    
                                                
                                            
                                                    , the garrison at Redtooth Keep turned away a group of travelers seeking shelter. Before departing, one of the travelers was revealed to be a powerful witch and cursed the elves, declaring that their
                                                
                                            
                                                
                                                    , two Lance attacks, or one Bite attack and one Lance attack.
 Bite (Fox or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. If the werefox
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Getting to the Island The characters can reach Auril’s island in any of the following ways: Hitch a ride on Angajuk, the awakened sperm whale (see “Angajuk’s Bell”). Travel to Revel’s End (see
                                                
                                            
                                                
                                                     "Revel's End") and book passage on a ship bringing supplies or convicts to the prison. Ask the Akannathi goliaths (see “Skytower Shelter") to loan them some trained griffons and then fly to the island on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     When determining rewards, here are some effects to consider: Friendly Aid. The characters encounter another traveler or a friendly local resident who offers them food, shelter, information, or other
                                                
                                            
                                                
                                                     time needed to reach their destination by a day. Remove the last pair of cards from the spread. Treasure. The characters find treasure inspired by the card as they overcome the day’s challenges. If
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     Master,” who supposedly offers shelter and protection to all those who submit to their authority. Additional symbols also mark out the correct route through the labyrinthine tunnels to area C1. If those
                                                
                                            
                                                
                                                     markings are deciphered with a successful DC 12 Intelligence (Investigation) check, the characters can traverse the tunnels in a few hours. Otherwise, it takes a day or more to reach the cliff edge
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     salamander that dwells in a lair for a while carves out enough space to allow a small army to camp within. Inexperienced travelers who come across these caves see them as a welcome shelter, though they are
                                                
                                            
                                                
                                                     Freezing Breath automatically recharges.
 Actions
 Multiattack. The salamander makes five attacks: four with its claws and one with its bite.
 Claws. Melee Weapon Attack: +9 to hit, reach 10 ft., one
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     make travel difficult. Here and there, ash clusters into floating realms where outlaws and fugitives take shelter. At the other end of the plane, near the Frostfell (the plane of ice that borders the
                                                
                                            
                                                
                                                     Plane of Water), is a region of frigid winds called the Mistral Reach. These gales drive snowstorms into the Frostfell and away from it, toward the heart of the plane. Earth motes in the reach are covered with snow and ice.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     firenewt makes three Morningstar or Fire Ray attacks.
 Morningstar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
 Fire Ray. Ranged Spell Attack: +4 to hit
                                                
                                            
                                                
                                                     this book). They provide shelter, food, and breeding grounds in their lairs for giant striders, which then voluntarily serve them as mounts. Firenewt Warrior
 Medium Elemental, Typically Neutral
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     for a while carves out enough space to allow a small army to camp within. Inexperienced travelers who come across these caves see them as a welcome shelter, though they are anything but. Frost
                                                
                                            
                                                
                                                     takes fire damage, its Freezing Breath automatically recharges.
 Actions
 Multiattack. The salamander makes one Bite attack and four Claw attacks.
 Bite. Melee Weapon Attack: +9 to hit, reach 15
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     test the snow ahead of them. Kobolds native to Icewind Dale frequently wander into Ten-Towns to escape the dreadful cold, hoping to trade what few skills they have for some warm soup and shelter. The
                                                
                                            
                                                
                                                     Wisdom (Perception) checks that rely on sight.
 Actions
 Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
 Javelin. Melee
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     directions and suggestions as follows: Buppido knows how to reach Gracklstugh from the southern route out of Velkynvelve. He can also find a route to Gracklstugh from the Darklake. Buppido urges the
                                                
                                            
                                                
                                                     wants to return home to Neverlight Grove, pleading with the characters to take it there. It claims that its people will be grateful and offer the party shelter and aid, and describes its sovereign as
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     these pockets of terror deep within the Plane of Shadow. The Dark Powers watch and influence events within their dominion. When their gaze drifts, they reach into other planes to collect heroes and
                                                
                                            
                                                
                                                     ignored or worse. For residents of Ravenloft, ignorance provides a well-defended shelter against unfathomable truths. The Secret of the Dark Powers The true nature of the Dark Powers is for you to decide
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     shelter under stone, such stone giants can become dreamwalkers. Dreamwalkers occupy an odd place of respect outside the stone giant ordning. They are considered outcasts, but their familiarity with the
                                                
                                            
                                                
                                                     immune to this giant’s Dreamwalker’s Charm for 24 hours.
 Actions
 Multiattack. The giant makes two Greatclub or Rock attacks.
 Greatclub. Melee Weapon Attack: +10 to hit, reach 15 ft., one target
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     controls the vessel. The helm is typically situated near the rear of the ship, inside the shelter of a wheelhouse. Controlling the vessel (without the benefit of something like the conductor stones that
                                                
                                            
                                                
                                                     smaller stations, in open terrain, or in cases of dire emergency. A typical airship can reach a speed of 20 miles per hour in clear skies carrying up to 30 tons of cargo. Airships are most often
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                    Stragglers Characters spot this group’s cooking fire smoke from several miles away, because the stragglers stopped to roast a few prairie hens for a meal. They sought shelter in a low spot between
                                                
                                            
                                                
                                                    , their leadership amounts to nothing more than ineffectual bullying. The humans’ weapons are stacked against a rock, out of easy reach. The kobolds have their weapons on their belts. If the group is left
                                                
                                            
                                        





