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Returning 35 results for 'caring reflections grappling to have requires'.
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Tarrasque
Legacy
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Monsters
Basic Rules (2014)
effects.
Reflective Carapace. Any time the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6;{"diceNotation":"1d6","rollType
tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Flayer Slayer Weapon (Greataxe), Rare (Requires Attunement) Carvings of decapitated mind flayers adorn this greataxe’s metal blade. You gain a +1 bonus to attack and damage rolls made with this
greataxe. An Aberration hit with this greataxe takes an extra 1d12 slashing damage. If the Aberration is currently grappling a creature, the Aberration must succeed on a DC 15 Strength saving throw or release each creature it is grappling.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Grants Three-Quarters Cover). Drive and steer the Scavenger.
Grappling Claw (Requires 1 Crew and Grants Half Cover). Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: The target is
swinging crane with an iron grappling claw fastened to the end of a winch and a 50-foot-long chain. Scavenger
Huge vehicle (9,000 lb.)
Creature Capacity 8 Medium creatures
Cargo Capacity 2 tons
Armor
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
requires finesse. The lure should be compelling, but not so irresistible that the players stop caring about what their characters are doing right now. To keep players from straying, save your best
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
the Balance and its implications requires a grasp of events on a cosmic level, very few people or entities fully embrace the idea. Those few, however, make up a formidable force that can mix martial and
magical power to keep the extremists of the Blood War in check. To an outside observer, a disciple of the Balance might act cruelly or heartlessly one day, and benevolent and caring the next. A
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
creature. The captain orders two sailors to ferry the characters to the Emperor in a rowboat. The sailors bring ropes and grappling hooks to give the characters easy access to the main deck. Scaling the
algae-slick hull of the ship without a rope requires a successful DC 10 Strength (Athletics) check. There are no portholes or large openings in the hull of the ship, making the main deck or quarterdeck
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
tricky as the ship rocks back and forth. Treat the floor as difficult terrain. Climbing stairs or a ladder requires a DC 10 Strength (Athletics) check, unless a character has a climbing speed. On a failed
creatures indiscriminately, caring only about spreading chaos. Each one assaults the closest creature that is not a demon. The vermin aboard ship flee to the upper decks, reaching area 1 by round 3. They attack the characters on sight and fight to the death.
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
if the caves were near-perfect reflections of each other. Fey Crossings d8 Fey Crossing 1 Altar. This stone altar might be found atop a lonely plateau, behind a waterfall, inside a cave, or in
crossing requires that a particular act be performed inside it or a particular object or creature be present. 6 Ruined Tower. The ruins of an ancient elven tower house a fey crossing. For three nights
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the
transporting its coffin or a significant amount of grave dirt to another location. Some vampires set up multiple resting places this way. Undead Nature. Neither a vampire nor a vampire spawn requires
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
animal wouldn’t be able to use its bite attack as long as it held onto the person. Keep in mind that the grappling rule in the Player’s Handbook requires the Attack action, so a creature must take that
I’m invisible and I become visible when I shoot an arrow at a target, does hiding again require an action? Without a special ability, hiding in combat requires the Hide action. If I use the Ready
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Artisan’s Tools Artisan’s Tools are each focused on crafting items and pursuing a trade. Each of these tools requires a separate proficiency. Alchemist’s Supplies (50 GP) Ability: Intelligence Weight
Bullets, Grappling Hook, Iron Pot, Iron Spikes, Sling Bullets Tinker’s Tools (50 GP) Ability: Dexterity Weight: 10 lb. Utilize: Assemble a Tiny item composed of scrap, which falls apart in 1 minute (DC 20
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Artisan’s Tools Artisan’s Tools are each focused on crafting items and pursuing a trade. Each of these tools requires a separate proficiency. Alchemist’s Supplies (50 GP) Ability: Intelligence Weight
Bullets, Grappling Hook, Iron Pot, Iron Spikes, Sling Bullets Tinker’s Tools (50 GP) Ability: Dexterity Weight: 10 lb. Utilize: Assemble a Tiny item composed of scrap, which falls apart in 1 minute (DC 20
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Equipment Hat of Many Spells (Arcane Focus)
2 Daggers
Robe
Spellbook
Scholar’s Pack
Calligrapher’s Supplies
Fine Clothes
Lamp
Oil (3 flasks)
Parchment (12 sheets)
Hat of Many Spells Wondrous Item, Very Rare (Requires Attunement by a Wizard
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Equipment Hat of Many Spells (Arcane Focus)
2 Daggers
Robe
Spellbook
Scholar’s Pack
Calligrapher’s Supplies
Fine Clothes
Lamp
Oil (3 flasks)
Parchment (12 sheets)
Hat of Many Spells Wondrous Item, Very Rare (Requires Attunement by a Wizard
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Hat of Many Spells Wondrous Item, Very Rare (Requires Attunement by a Wizard) This pointed hat has the following properties.
Spellcasting Focus. While holding the hat, you can use it as a
nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a Dagger; on a 2, a Rope with a Grappling Hook tied to one end; on a 3, a bag of Caltrops; on a 4, a gem worth 50 GP. 81–85 A
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Hat of Many Spells Wondrous Item, Very Rare (Requires Attunement by a Wizard) This pointed hat has the following properties. Spellcasting Focus. While holding the hat, you can use it as a
Rope with a Grappling Hook tied to one end; on a 3, a bag of Caltrops; on a 4, a gem worth 50 GP. 81–85 A creature appears in an unoccupied space as close to you as possible. The creature isn’t under
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
speared, a creature is pulled into the darkness to be sliced apart or teleported elsewhere to be tortured to death.
Dark Reflections. A boneclaw’s master might not want such a servant or even know it
grappling, teleporting that creature to an unoccupied space it can see within 5 feet of its destination. The destination spaces of this teleportation must be in dim light or darkness.
Reactions
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Baba Yaga’s Mortar and Pestle Wondrous item, artifact (requires attunement) The creations of the immortal hag Baba Yaga defy the laws of mortal magic. Among the notorious implements that cement her
reflections of the world passing by below. Creatures might see images of you streaking through the sky between your point of origin and the destination. You arrive at the location 1 hour later or, if it is
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Pack 58½ lb. 40 GP Explorer’s Pack 55 lb. 10 GP Flask 1 lb. 2 CP Grappling Hook 4 lb. 2 GP Healer’s Kit 3 lb. 5 GP Holy Symbol Varies Varies Holy Water 1 lb. 25 GP Hunting Trap 25 lb. 5 GP Ink — 10 GP
(Athletics) check. If the creature’s legs are bound, the creature has the Restrained condition until it escapes. Escaping the Chain requires the creature to make a successful DC 18 Dexterity (Acrobatics
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Focus Varies Varies Dungeoneer’s Pack 55 lb. 12 GP Entertainer’s Pack 58½ lb. 40 GP Explorer’s Pack 55 lb. 10 GP Flask 1 lb. 2 CP Grappling Hook 4 lb. 2 GP Healer’s Kit 3 lb. 5 GP Holy Symbol Varies
requires the creature to make a successful DC 18 Dexterity (Acrobatics) check as an action. Bursting the Chain requires a successful DC 20 Strength (Athletics) check as an action. Chest (5 GP) A Chest holds
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Melee. Being within 5 feet of an enemy doesn’t impose Disadvantage on your attack rolls with spells. Increased Range. When you cast a spell that has a range of at least 10 feet and requires you to
Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Level 1: Arcane Recovery You can regain some of your magical
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
effects.
Reflective Carapace. Any time the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is
tarrasque’s Frightful Presence for the next 24 hours.
Swallow. The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and
hours.
Swallow. The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
edifice: the Cathedral of Helm. As much a fortification as it is a temple, the cathedral has a small building on its grounds that serves as an orphanage, wards for caring for the sick and injured, as well
as a newer addition that houses the mad and deformed who have been brought up from the catacombs. The settlement enjoys prosperity today, but such benefit was hard-won and requires vigilance to retain
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Grappling hook 2 gp 4 lb. Hammer 1 gp 3 lb. Hammer, sledge 2 gp 10 lb. Healer's kit 5 gp 3 lb. Holy water (flask) 25 gp 1 lb. Hourglass 25 gp 1 lb. Hunting trap 5 gp 25 lb. Ink (1 ounce bottle) 10 gp
powdered silver, and requires the caster to expend a 1st-level spell slot. Hunting Trap. When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Large base to represent a Huge giant. That giant takes up less space on the battlefield than its size suggests, but it is still Huge for the purposes of rules like grappling. Sizes: Tiny, Small
this is fast in play, it breaks the laws of geometry and is inaccurate over long distances. This optional rule provides more realism, but it requires more effort during combat. When measuring range or
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
mountain pass are reflections of Auril’s self-imposed isolation. A blizzard in Icewind Dale typically lasts 2d4 hours, and whenever the characters are caught in one, the following rules apply until it
water for a number of minutes equal to its Constitution score before suffering any ill effects. Each additional minute spent in frigid water requires the creature to succeed on a DC 10 Constitution
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. It is impossible to notice a pit passively; finding one requires a successful DC 20 Wisdom (Perception) check. Each pit is filled with dead insects, so falling into one deals only half damage. Someone
character can step onto a plank bridge (see below). Knocking a slab down requires a successful DC 20 Strength check. If a slab is knocked down, the bridge collapses and packs of pigs rush into the open area
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
.
Fishing tackle
1 gp
4 lb.
Flask or tankard
2 cp
1 lb.
Grappling hook
2 gp
4 lb.
Hammer
1 gp
3 lb.
Hammer, sledge
2 gp
10 lb.
Healer’s kit
5 gp
3 lb.
Holy water (flask
. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot. Equipment Packs
The starting equipment you get from your class
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
horror known as a chaos quadrapod (see appendix B). It uses its Chaos Cloud at the start of combat, then surges forward to lay into stunned characters. Each round, it focuses its grappling ability on
. Crossing the rigging requires a successful DC 13 group check using Strength (Athletics) or Dexterity (Acrobatics). If at least half the characters succeed on the check, all the characters make it
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
objects and can’t be broken. Reflections. Reflections in this room take on a life of their own, taunting the creatures who cast them. A creature that converses with its own reflection must succeed on a
breath drinker focuses its attacks on anyone trying to claim the mask, grappling and dragging them away as it feasts on their soul. Gravity. The void has no gravity, and creatures and objects simply hang
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
characters using the rope, but requires a successful DC 10 Strength (Athletics) check by anyone climbing down the rough stone walls. On a failed check, a character tumbles down the sloping fissure and
key, they can open the doors without consequences. Opening the lock without the key requires a successful DC 17 Dexterity check using thieves’ tools. Any unsuccessful attempt to pick the lock triggers
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
blocks the castle’s water gate (area K11). It only takes one person to operate the capstan, but lowering the chain to allow a boat to pass requires a character to use three actions cranking. Treasure
fight. They attack anyone they don’t recognize, not caring if they injure or kill new recruits. K15. Chapel The keep’s chapel contains plain wooden pews facing a large altar at the west end of the room
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
group of cultists has stolen a dragon egg, with the dual goal of hatching a minion for themselves and gaining leverage over the dragon who was caring for the egg. But the dragon wants the egg back.
2
protection into their scales. Common Purpose. Dragons most often form a lauth when they identify a shared goal whose completion requires the sustained effort of a diverse group of dragons. The Lauth
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
is marked by a pair of dashed lines.) This invisible bridge, which is safe to cross, is suppressed by the activation of the spindle in area Y19n. Y19j. Chamber of Sorcery Your reflections dance over
instructions for activating the obelisk, which requires a staff of power as a power source. The command word to reopen the magic door to area Y19m is “Saldrinar,” which also happens to be the name of a long