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Returning 35 results for 'clutching can'.
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clothing can
Monsters
Planescape: Adventures in the Multiverse
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Grasping Ground"}. The dabus causes a 20-foot-square area of ground it can see within 60 feet of itself to sprout clutching appendages made of
pictures that float in the air in front of itself and disappear a few seconds later. A creature that can see such a message can decipher it with a successful DC 10 Intelligence (Investigation) check
Magic Items
Candlekeep Mysteries
Carved from an ogre’s petrified heart, the gray figurine depicts the Demon Prince of Undeath in ghastly detail, clutching his skull-topped wand in one hand and three severed heads by the hair
properties:
Undead within 30 feet of the figurine can’t be turned.
Dead creatures within 30 feet of the figurine can’t be brought back to life.
A creature that holds the figurine while
Magic Items
Princes of the Apocalypse
A silver spear, Windvane has dark sapphires on the filigreed surface of its polished head. Held by its shining haft, the weapon feels insubstantial, as if clutching a cool, gently flowing breeze. The
with it, the target takes an extra 1d6 lightning damage.
Air Mastery. You gain the following benefits while you hold Windvane:
You can speak Auran fluently.
You have resistance to lightning
Monsters
Curse of Strahd
on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return.
Special Equipment
. Vladimir wields a weapon, +2; +2 greatsword with a hilt sculpted to resemble silver dragon wings and a pommel shaped like a silver dragon's head clutching a black opal between its teeth
Turn Immunity
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
clutching a handaxe. Characters can use the fireplace’s soot-stained chimney to enter or exit the fortress (see “Arrival”). The room’s other furnishings — cots, tables, chairs, and empty footlockers — are intact but covered in dust.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Z2. Guard Post Here, the cave splits to the left and right. Standing on a five-foot-high ledge between the divide are two feral-looking women wearing shredded clothing and clutching spears. Aziana
and Davanka, two werewolves in human form, stand guard on the ledge. They sound the alarm when they spot intruders. Any loud noise here can be heard throughout the den, bringing quick reinforcements from areas Z3 and Z5. The werewolves fight to the death.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
H19. Orc War Chief’s Lair Kra, the orc war chief, dwelled here until Cryovain ate him. All that remains of Kra is a severed right hand still clutching the haft of an elegant-looking nonmagical
missing one of its arms. Crafted by sea elves as a gift to their land-dwelling cousins, it has six branches of red coral worked into its design. The branches can be detached and are worth 25 gp each.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
46. Lizard Den A six-foot-tall green devil face is carved into the far end of this hallway, its mouth agape. Painted murals on the walls show faceless humanoid figures doubled over in pain, clutching
it to the tomb thinking it might be useful for setting off traps. The lizard escaped and wound up here. It doesn’t know what became of its captors and helps the characters any way it can if they promise to return it to Omu.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Stirge A stirge is a winged pest that feeds on the blood of living creatures through its long proboscis. It uses its proboscis to pierce its victim’s flesh while clutching its prey with hooked claws
target loses 5 (1d4 + 3) hit points.
The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points from the target or the target dies. A creature, including the target, can use its action to detach the stirge.
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
man is found clutching a withered eyeball, the characters are tasked with uncovering the cause of the man’s death. This leads the characters to investigate the city’s old catacombs and confront
. You’re going to need it.” All monster stat blocks referenced in this adventure can be found in the Monster Manual. You can make the adventure easier or harder, or adjust it for smaller or larger groups of player characters, by adjusting the number of monsters or by adding or removing encounters.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Stirge A stirge is a winged pest that feeds on the blood of living creatures, drawing sustenance through its proboscis, which it uses to pierce a victim’s flesh while clutching onto its prey with
5 (1d4 + 3) hit points due to blood loss.
The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
9. Shadow Vigil Double Door. Carved into the double door to the north are two figures: a skeletal warrior clutching the bladeless hilt of a sword on the left door, and a handsome young man with
moon. Darkness claim this dungeon and all that dwell within.” Knowing that the ritual in area 10 must not be disturbed, the cultists do everything they can to prevent the doors to that area from being
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
cries out, “Give it back, you little thief!”
“No, you’re the thief!” replies a youngster with a panicked squeak. An instant later, a frantic kobold bursts from the crowd clutching a sizable bunch of
attempts to yank the green onions from Gammon’s hands while railing at him. A character can separate the squabblers by intervening physically and succeeding on a DC 12 Strength (Athletics) check or by
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
fish dart through the ruins and circle an alabaster statue carved in the likeness of an angel clutching a decanter. Nearby fish scatter at the sight of you.
This car is completely flooded, and magic
. The aquarium can be slowly drained by removing a fist-sized plug near the base of the car’s portside wall. As an action, a character within reach of the plug can try to pull it out, doing so with a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
action, it can’t use it again for 1 minute. Storm Giant Figurehead This figurehead depicts a storm giant clutching a thunderbolt. As an action, the ship can activate this item to create a 60-foot cone
Figurehead Upgrades While figureheads are usually purely decorative, they might be magically treated to produce extraordinary effects. A ship can receive one figurehead upgrade. Guardian Figurehead
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
.” Alustriel and Tasha don’t know the details of these manifested secrets, but they assume the items appear as important objects and bear the lich-god’s symbol: a shriveled hand clutching an eye. To
against teleportation magic. To reach the cave, the characters must first travel to Vecna’s Grasp. Thanks to their supernatural connection to Vecna, the characters can teleport to Vecna’s Grasp from anywhere in the multiverse.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
dressed in plain clothes (servants of wealthy North Ward families, killed while running errands) One male gnome (Dalakhar) wearing a burned cloak and clutching a dagger Two female halflings who were
allowed anywhere near the bodies, although invisible and similarly hidden characters can search the crime scene further. A search of the bodies accompanied by a successful DC 15 Wisdom (Perception
Compendium
- Sources->Dungeons & Dragons->Divine Contention
drums from its oar deck. The death knight dreadnaught can perceive through the magical fog, but its crew cannot. If the dreadnaught sights an unknown ship, it tries to ambush and ram the vessel. The
can mop up any crew left alive on deck (see “Dreadnaught Locations” for information on both these defenses). Characters whose ship was destroyed earlier are instead “rescued” by the galleon. When the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the monument is located and search that area. A character who searches the area for 10 minutes can make a DC 15 Wisdom (Perception) check, finding the monument on a success. If the monument isn’t found
, the check can be repeated after another 10 minutes of searching. The following boxed text assumes that the characters have met Ireena Kolyana. If they have not, don’t read the sentence that mentions
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
-defense.
Symbol Speech. A dabus communicates by creating illusory symbols and pictures that float in the air in front of itself and disappear a few seconds later. A creature that can see such a
message can decipher it with a successful DC 10 Intelligence (Investigation) check (no action required).
Actions
Multiattack. The dabus makes two Flying Brick attacks.
Flying Brick. Ranged Spell
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
13. Riverside Caves These rooms contain conveyances the characters can use to travel up and down the River Sargauth. 13a. Drow Rafts The drow use rafts to ply the River Sargauth. Leaning against the
moored at the river’s edge and ferried by a black-robed tiefling skeleton clutching a 10-foot pole, which it uses to guide the boat.
The gondola and the skeletal ferryman are all creations of Halaster
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the Vasavadan dynasty’s founder. The Vasavadan coat of arms, a golden wyvern clutching a white lotus in its talons, emblazons her armor and that of her soldiers. Merciless. Ramya demands loyalty from
with her siblings Arijani and Reeva. She constantly struggles to quell the rebellion they lead, as detailed in “Treachery in Kalakeri” later in this domain. Closing the Borders. Ramya can close or open
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, Thornboldt (“Thorn”). Thorn is weeping and clutching a stuffed doll. Rose is trying to hush the boy. If the characters approach the children or call out to them, add the following: After shushing the
gone. They can be convinced to wait in the portico (area 1A) while the characters search the house. Although they appear to be flesh-and-blood children, Rose and Thorn are actually illusions created by
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
decorated with six framed portraits of a fat, smiling wizard clutching a wand. A thick, brown, wall-to-wall carpet covers the floor.
Game. In the southwest corner, two wooden thrones face an impressive
following: Magic Missile. The wand shoots a dart of magical force at one creature that it can detect within 60 feet of it. The target takes 3 (1d4 + 1) force damage as the dart hits it unerringly. Treasure
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
ophidian eyes.
Black Statue. The northwest section of the temple contains a black stone statue of a masked, hooded male humanoid dressed in leather armor and clutching a dripping dagger in each hand
that she cannot rest until the Ssethian Scourges are dead. Yoastal can be both friend and foe to an adventuring party. The ghost claims to have once been a cleric of Mask, cursed to remain in
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the siege can avoid the main body of the devils’ army, but come under attack by forces to the rear. Adjust the boxed text below accordingly as you read it to the players to set the scene: Armored
those abyssal troops are lowly manes and dretches, who die quickly in vain attempts to drag down devils so that stronger demons behind them can strike killing blows.
A dark river cuts a path across
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. The goblins have turned a human skeleton into a marionette and dangled it from ropes attached to the ceiling so that they can make it dance around the room. The goblins chant “Nimraith! Nimraith
stone. (Restoring it will take the bugbears a month.) Any character who succeeds on a DC 15 Intelligence (Investigation) check can ascertain what the statue depicted: three male human warriors standing
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
robes and clutching an adamantine war pick. A sentinel shield bearing the symbol of Dumathoin rests atop the king’s legs. Characters who sever one of the king’s desiccated hands can use it to open the basalt doors in area 15.
set into the west, south, and east walls. Each panel is a 6-foot-tall, 3-foot-wide, 1-inch-thick rectangle of golden crystal, carved with the bas-relief image of a dwarf warrior clutching a battleaxe
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
four figures wearing fur hats and clutching spears. They watch you nervously.
Cut into the upper floor of each tower is an arrow slit 6 inches wide, 4 feet tall, and 1 foot deep. An open doorway
brackets. The bar can be lifted with a successful DC 15 Strength check. The doors require a siege engine to break them open. There aren’t enough people in Krezk to adequately defend its outer wall. Every
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the horn (area 2C) while the other giants keep fighting. If the characters react quickly enough, they can prevent her from reaching the horn. If they keep the giant from sounding the horn, the other
a frost giant or similarly sized creature can wrap its mouth around the narrow end of the horn and muster the breath needed to blow it. Sounding the horn requires an action. Development. If the horn
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Trees that awaken do so only under special circumstances and in places steeped with nature’s magic. Treants and powerful druids can sense when a tree has the spark of potential, and they protect
, and long branches bending downward to serve as its arms. When it is ready, the tree pulls its legs free from the clutching earth and joins its fellows in protecting its woodland home. Legendary
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
(Acrobatics) check, representing clutching at vines and branches on the way down. Treasure There is no treasure aboard the Star Goddess or amid the debris under it, but characters can salvage weapons, clothing, and enough supplies to assemble one explorer’s pack and one priest’s pack.
branches another 10 feet above that.
A weak voice calls out, “Hallo, on the ground. Can you help us?”
The Star Goddess was a 90-foot skyship from Halruaa. It flew like a blimp, with the aid of an
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
by 12-foot-tall stone statues of Halaster Blackcloak, depicted as a bearded, scowling old wizard wearing a robe covered with lidless eyes and clutching a stout scepter with a red dragon’s head at
is running out.” Mine Carts The axles, wheels, and brake handles of the mine carts are rusted in place. A prestidigitation cantrip or similar magic can free the mechanisms and render a mine cart
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
resemble silver dragon wings and a pommel shaped like a silver dragon’s head clutching a black opal between its teeth. As an action, he can make two attacks with the sword (+9 to hit). It deals 20 (4d6 + 6
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
to determine what they find. Then roll once on the Treasure Drops table to see what, if anything, can be found on or near the remains. Dead Explorers d20 Remains 1 The bloated corpse of a dead
devour it later.) 9 The skeleton of a humanoid seated on a folding camp stool, clutching a knife and fork in its bony hands. 10 The desiccated husk of a gnome, cocooned in giant spider webs. 11 The






