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Returning 9 results for 'both been diffusing carrying ripple'.
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Feats
Planescape: Adventures in the Multiverse
has advantage on attack rolls and disadvantage on ability checks.
2
Disruption Field. Waves of energy ripple around you. Every creature that starts its turn within 5 feet of you, or that moves
’re wearing or carrying, up to the distance used to an unoccupied space that you can see.
4
Wailing Winds. Winds swirl in a 15-foot-radius sphere centered on you. You and any other creatures in that area have disadvantage on Wisdom saving throws.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, telekinesis, teleport
1/day each: dominate monster, greater invisibility
Teleport. Graz’zt magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an
Argent Palace, a grandiose structure in the city of Zelatar, found within his abyssal domain of Azzagrat. Graz’zt’s demonic influence radiates outward in a tangible ripple, warping reality
Graz'zt
Legacy
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Monsters
Out of the Abyss
. Any equipment he is wearing or carrying isn’t transformed.
Innate Spellcasting. Graz’zt’s spellcasting ability is Charisma (spell save DC 23). He can innately cast the following
","rollDamageType":"acid"} acid damage.
Teleport. Graz’zt magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.Graz’zt can
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
invisibility
Teleport. Graz’zt teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Bonus Actions
Change Shape. Graz’zt transforms into a
form that resembles a Medium Humanoid or back into his true form. Aside from his size, his statistics are the same in each form. Any equipment he is wearing or carrying isn’t transformed.
Reactions
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
invisibility
Teleport. Graz’zt teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Bonus Actions
Change Shape. Graz’zt transforms into a
form that resembles a Medium Humanoid or back into his true form. Aside from his size, his statistics are the same in each form. Any equipment he is wearing or carrying isn’t transformed.
Reactions
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
invisibility
Teleport. Graz’zt teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Bonus Actions
Change Shape. Graz’zt transforms into a
form that resembles a Medium Humanoid or back into his true form. Aside from his size, his statistics are the same in each form. Any equipment he is wearing or carrying isn’t transformed.
Reactions
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
rolls and disadvantage on ability checks. 2 Disruption Field. Waves of energy ripple around you. Every creature that starts its turn within 5 feet of you, or that moves into that area for the first
time on a turn, takes 1d8 force damage. 3 Unbound. When you move, you can use some or all of your walking speed to teleport yourself once, along with any equipment you’re wearing or carrying, up to the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
rolls and disadvantage on ability checks. 2 Disruption Field. Waves of energy ripple around you. Every creature that starts its turn within 5 feet of you, or that moves into that area for the first
time on a turn, takes 1d8 force damage. 3 Unbound. When you move, you can use some or all of your walking speed to teleport yourself once, along with any equipment you’re wearing or carrying, up to the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
rolls and disadvantage on ability checks. 2 Disruption Field. Waves of energy ripple around you. Every creature that starts its turn within 5 feet of you, or that moves into that area for the first
time on a turn, takes 1d8 force damage. 3 Unbound. When you move, you can use some or all of your walking speed to teleport yourself once, along with any equipment you’re wearing or carrying, up to the






