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Returning 35 results for 'some of ranged dwell violent'.
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some of ranges dwell violent
some of ranger deal violence
some of rangers deal violence
some of ranger deal violent
some of ranger dwell violence
Monsters
Lorwyn: First Light
"} Piercing damage.
Miasmic Globule. Ranged Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Miasmic Globule"}, range 60/120 ft. Hit: 15 (6d4);{"diceNotation":"6d4
, incarnations of nature often embody positive, exhilarating emotions. In Shadowmoor, they often manifest dour, violent impulses.
An incarnation of nature that wanders from Lorwyn to Shadowmoor or vice versa
Monsters
Spelljammer: Adventures in Space
dwell in the Silver Void. As other explorers have reached for the stars, astral elves have had to reckon with violent neighbors and strange visitors. Over the eons, astral elves have clashed with
(bonus radiant)","rollDamageType":"radiant"} radiant damage.
Longbow. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Longbow"} to hit, range 150/600 ft., one
Monsters
Spelljammer: Adventures in Space
","rollType":"damage","rollAction":"Longsword (additional Radiant)","rollDamageType":"radiant"} radiant damage.
Radiant Ray. Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction
to the Astral Plane to be closer to their gods. There, they ceased to age and could exist indefinitely without sustenance.
Astral elves were among the first creatures to dwell in the Silver Void. As
Monsters
Mythic Odysseys of Theros
(1d10 + 4);{"diceNotation":"1d10+4","rollType":"damage","rollAction":"Fiery Touch","rollDamageType":"fire"} fire damage.
Fire Bolt (Cantrip). Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType
oreads number among the most dangerous nymphs, as they embody the wild might of flames, volcanism, and the hidden forces of the earth. These creatures typically dwell in remote mountain crags and near
Monsters
Icewind Dale: Rime of the Frostmaiden
.
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Dagger. Melee or Ranged Weapon Attack: +4;{"diceNotation
","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
Storm King's Thunder
);{"diceNotation":"1d8+3","rollType":"damage","rollAction":"Morningstar","rollDamageType":"piercing"} piercing damage.
Shortbow. Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit
; homes destroyed. She has no tolerance for monsters or bullies.
Ideal: “We live in a violent world, and sometimes violence is necessary for survival.”
Bond: “My home is my life
Monsters
Waterdeep: Dungeon of the Mad Mage
. Hit: 28 (6d6 + 7);{"diceNotation":"6d6+7","rollType":"damage","rollAction":"Greatsword","rollDamageType":"slashing"} slashing damage.
Rock. Ranged Weapon Attack: +11;{"diceNotation":"1d20+11","rollType
damage.
Hurl Fire. Ranged Weapon Attack: +11;{"diceNotation":"1d20+11","rollType":"to hit","rollAction":"Hurl Fire"} to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7);{"diceNotation":"4d10+7
Fire Giant
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
. Hit: 28 (6d6 + 7);{"diceNotation":"6d6+7","rollType":"damage","rollAction":"Greatsword","rollDamageType":"slashing"} slashing damage.
Rock. Ranged Weapon Attack: +11;{"diceNotation":"1d20+11
damage.With dark skin and flaming red hair, fire giants have a fearsome reputation as soldiers and conquerors. They dwell among volcanoes, lava flows, and rocky mountains, and are known for their ability to burn, plunder, and destroy.Fire
Mage
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
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: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType
":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.
Monsters
Princes of the Apocalypse
the target is grappled (escape DC 19). Olhydra can grapple up to four targets. When Olhydra moves, all creatures she is grappling move with her.
Water Jet. Ranged Weapon Attack: +12;{"diceNotation
— bad weather, strong tides, and increasing aggression from dangerous sea life.
Violent downpours become frequent within 10 miles of the lair. A downpour occurs once every 2d12;{"diceNotation
Monsters
Waterdeep: Dungeon of the Mad Mage
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: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType
":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.
Monsters
Waterdeep: Dungeon of the Mad Mage
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: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType
":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.Fire
Monsters
Phandelver and Below: The Shattered Obelisk
", "rollAction":"Longsword", "rollDamageType":"slashing"} slashing damage if used with two hands.
Heavy Crossbow. Ranged Weapon Attack: +2;{"diceNotation":"1d20+2", "rollType":"to hit", "rollAction":"Heavy
;n by proactively handling violent threats, and order members work to bring honor and glory to their leaders and their homeland.
Monsters
Storm King's Thunder
":"6d6+7","rollType":"damage","rollAction":"Greatsword","rollDamageType":"slashing"} slashing damage.
Rock. Ranged Weapon Attack: +11;{"diceNotation":"1d20+11","rollType":"to hit","rollAction":"Rock
"} to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7);{"diceNotation":"4d10+7","rollType":"damage","rollAction":"Rock","rollDamageType":"bludgeoning"} bludgeoning damage.
Iron Cauldron. Ranged
Monsters
Tales from the Yawning Portal
","rollAction":"Greatsword","rollDamageType":"fire"} fire damage.
Rock. Ranged Weapon Attack: +11;{"diceNotation":"1d20+11","rollType":"to hit","rollAction":"Rock"} to hit, range 60/240 ft., one target. Hit
reputation as soldiers and conquerors. They dwell among volcanoes, lava flows, and rocky mountains, and are known for their ability to burn, plunder, and destroy.FireCold
Monsters
Icewind Dale: Rime of the Frostmaiden
Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spear"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 14 (3d6 + 4);{"diceNotation":"3d6+4","rollType":"damage
used to make a ranged attack or used with two hands to make a melee attack.Verbeeg are giants that resemble oversized humans with gangly limbs and elongated faces. Some have other features that give them
Monsters
Phandelver and Below: The Shattered Obelisk
spell.Multiattack. Glasstaff makes two Shocking Burst attacks.
Shocking Burst. Melee or Ranged Spell Attack: +5;{"diceNotation":"1d20+5", "rollType":"spell", "rollAction":"Shocking Burst"} to hit, reach 5 ft. or
;honored guests,” and expresses regret that he cannot provide suitable entertainment for the occasion of their visit. Beneath his genteel demeanor, however, Glasstaff is just as violent and
Monsters
Waterdeep: Dungeon of the Mad Mage
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: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType
":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.Fire
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
them is fierce and often violent. They stare at each other across mountain peaks and fight over everything from necessities to territory. The likelihood of peace between them is remote, because goliaths like to hold grudges.Cold
Monsters
Icewind Dale: Rime of the Frostmaiden
. 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
to get along, and competition between them is fierce and often violent. They stare at each other across mountain peaks and fight over everything from necessities to territory. The likelihood of peace between them is remote, because goliaths like to hold grudges.Cold
Monsters
Storm King's Thunder
, reach 10 ft., one target. Hit: 28 (6d6 + 7);{"diceNotation":"6d6+7","rollType":"damage","rollAction":"Greatsword","rollDamageType":"slashing"} slashing damage.
Rock. Ranged Weapon Attack: +11
":"bludgeoning"} bludgeoning damage.With dark skin and flaming red hair, fire giants have a fearsome reputation as soldiers and conquerors. They dwell among volcanoes, lava flows, and rocky mountains, and
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
feet of the creature and the ally isn’t incapacitated.Multiattack. The hunter makes one Bone Harpoon attack and one Tusk attack.
Bone Harpoon. Melee or Ranged Weapon Attack: +6;{"diceNotation
beings who dwell in the frozen wastelands of Krynn. They sport thick, ivory tusks, which they use both to defend themselves and to poke breathing holes in sea ice as they swim.
Often at odds with the
Monsters
Storm King's Thunder
trade. At any given time, the bag holds 1d10;{"diceNotation":"1d10","rollType":"roll","rollAction":"Equipment"} × 100 gp.Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType
"} piercing damage.Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.
Monsters
Waterdeep: Dungeon of the Mad Mage
4th level (3 slots): greater invisibility, ice storm
5th level (1 slot): cone of coldDagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to
in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.
Monsters
Waterdeep: Dragon Heist
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: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType
evil mages dwell in isolated sites to perform unspeakable experiments without interference.
Kaevja was a Red Wizard of Thay until she saw an opportunity to study magic under Manshoon. Before he
Monsters
Mythic Odysseys of Theros
Returned palamnites. These Returned led violent lives, existences filled with such pain and hatred that violence now suffuses their deathless bodies. Such makes them exceptionally dangerous to the
, where they serve the vicious will of Tymaret the Murder King (see chapter 3).
Returned have escaped the Underworld and dwell among the living once more, but their second lives are rarely what they
Monsters
Mythic Odysseys of Theros
":"1d10+4","rollType":"damage","rollAction":"Necrotic Touch","rollDamageType":"necrotic"} necrotic damage.
Chill Touch (Cantrip). Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit
the magic of Nyx. Some are benevolent and aid those who live off the land, while others embody violent aspects of nature. In either case, nymphs generally avoid other sapient creatures, preferring to
Monsters
Planescape: Adventures in the Multiverse
", "rollDamageType":"psychic"} psychic damage.
Psychic Bolt. Ranged Spell Attack: +7;{"diceNotation":"1d20+7", "rollType":"spell", "rollAction":"Psychic Bolt"} to hit, range 60 ft., one creature. Hit: 21 (4d8 + 3
of whom were destroyed or transformed by mind flayers. Many githzerai dwell in Limbo, honing their psionic powers by shaping their homes on that chaotic plane. The githzerai described here oftentimes
Monsters
Spelljammer: Adventures in Space
":"damage","rollAction":"Greatsword (bonus psychic)","rollDamageType":"psychic"} psychic damage.
Telekinetic Bolt. Ranged Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction
progenitors of githzerai. These tall, gaunt folk have potent psionic powers and dwell, for the most part, on the Astral Plane. Among the best-known githyanki are the followers of the Lich-Queen Vlaakith
Monsters
Spelljammer: Adventures in Space
":"damage","rollAction":"Longsword (bonus Radiant)","rollDamageType":"radiant"} radiant damage.
Longbow. Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction
Plane to be closer to their gods. There, they ceased to age and could exist indefinitely without sustenance.
Astral elves were among the first creatures to dwell in the Silver Void. As other explorers
Monsters
Mordenkainen Presents: Monsters of the Multiverse
has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction
refer to the house’s descendants as dubh sith—“darklings.” Darklings dwell in secluded caverns and chambers beneath the towns of other species. From such enclaves, they quietly ply their trade as thieves and assassins.
Monsters
Waterdeep: Dragon Heist
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: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage
failed save, or half as much damage on a successful one.Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.Fire
Monsters
Waterdeep: Dragon Heist
level (3 slots): animate dead, fireball, fly
4th level (3 slots): blight, ice storm
5th level (1 slot): cone of coldDagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to
damage.Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.
Monsters
Spelljammer: Adventures in Space
Multiattack. The githyanki makes three Astral Bolt attacks.
Astral Bolt. Melee or Ranged Spell Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Telekinetic Bolt"} to hit, reach
potent psionic powers and dwell, for the most part, on the Astral Plane. Among the best-known githyanki are the followers of the Lich-Queen Vlaakith. They terrorize the Astral Plane, raiding into
Monsters
Spelljammer: Adventures in Space
sustenance.
Astral elves were among the first creatures to dwell in the Silver Void. As other explorers have reached for the stars, astral elves have had to reckon with violent neighbors and strange