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Returning 35 results for 'collective rolling grasp to her rarely'.
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Monsters
Van Richten’s Guide to Ravenloft
. Such amalgamated spirits are tormented by their collective pain, endlessly moaning disjointed final thoughts as they lash out at the living. Having known untold deaths, gallows speakers can predict
suffering, foreseeing dooms leveled against them and overwhelming their foes with visions of innumerable violent deaths.
Gallows speakers rarely speak coherently or communicate with the living, instead
Monsters
Icewind Dale: Rime of the Frostmaiden
hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): acid splash,* light, minor illusion, shocking grasp*
1st level (2 slots): detect magic, disguise self, magic
missile*
2nd level (2 slots): invisibility, levitate, phantasmal force
*See “Actions” below.Shocking Grasp (Cantrip). Melee Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction
Monsters
Icewind Dale: Rime of the Frostmaiden
spell attacks). He has the following wizard spells prepared:
Cantrips (at will): acid splash,* light, minor illusion, shocking grasp*
1st level (4 slots): detect magic, disguise self, magic missile
“Actions” below.Shocking Grasp (Cantrip). Melee Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Shocking Grasp"} to hit, reach 5 ft., one creature (the attack roll
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Undead.Multiattack. The alhoon makes two Chilling Grasp or Arcane Bolt attacks.
Chilling Grasp. Melee Spell Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Chilling Grasp"} to hit
, reach 5 ft., one target. Hit: 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Chilling Grasp", "rollDamageType":"cold"} cold damage, and the alhoon regains 14 hit points.
Arcane
Magic Items
Waterdeep: Dungeon of the Mad Mage
click whenever the die is cast.
The dodecahedron can be hurled up to 60 feet as an action. A random magical effect occurs when the die comes to rest after rolling across the ground for at least
cover against the attack.
7–8
The dodecahedron casts shocking grasp (+5 to hit) on the next creature that touches it.
9–10
The dodecahedron casts
Species
Spelljammer: Adventures in Space
blossom into hard feelings, loud arguments, and head-butting contests, but they rarely escalate beyond that.
Creating Your Character
When you create your D&D character, you decide whether your
. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
The “Quick Build” section for your character’s class offers suggestions on which
Species
Spelljammer: Adventures in Space
grasp and manipulate weapons and tools. Although most plasmoids are translucent gray, they can alter their color and translucence by absorbing dyes through their pores.
Plasmoids don’t have
different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
The “Quick Build&rdquo
monsters
unoccupied space within the tomb it was originally buried in.Slimy Grasp. Melee Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Slimy Grasp"}, reach 5 ft. Hit: 6 (1d8 + 1
);{"diceNotation":"1d8+1", "rollType":"damage", "rollAction":"Slimy Grasp", "rollDamageType":"Necrotic"} Necrotic damage, and a Medium or smaller creature has its Speed reduced by 10 feet until the end of its
monsters
unoccupied space within the tomb it was originally buried in.Slimy Grasp. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":""}, reach 5 ft. Hit: 8 (1d8 + 3
);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction":"Slimy Grasp", "rollDamageType":"Necrotic"} Necrotic damage.
Spellcasting. The lesser crawling one casts one of the following spells, requiring no
races
vanish as suddenly as they appeared. Gradually, it became clear that these poor souls were the survivors of the Ethereal Rift, now trapped between worlds and trying to retain their tenuous grasp on
two realms, often haunted by memories of the city’s destruction, of which they rarely if ever speak.
Disembodied Traits
Creature Type: HumanoidSize: Your size is Small or Medium, as you
Wand of Orcus
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
The ghastly Wand of Orcus rarely leaves Orcus’s side. The device, as evil as its creator, shares the demon lord’s aims to snuff out the lives of all living things and bind the Material
Plane in the stasis of undeath. Orcus allows the wand to slip from his grasp from time to time. When it does, it magically appears wherever its master senses an opportunity to achieve some fell goal
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
trap fills the 10-foot square directly in front of the statue. A creature teleported by this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport
slashes. The axe is considered a magic weapon in the statue’s grasp. The target must succeed on a DC 15 Dexterity saving throw or take 16 (2d12 + 5) slashing damage plus 11 (2d10) fire damage. After swinging the axe once, the statue reverts to its inanimate state until the trap is triggered again.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
trap fills the 10-foot square directly in front of the statue. A creature teleported by this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport
slashes. The axe is considered a magic weapon in the statue’s grasp. The target must succeed on a DC 15 Dexterity saving throw or take 16 (2d12 + 5) slashing damage plus 11 (2d10) fire damage. After swinging the axe once, the statue reverts to its inanimate state until the trap is triggered again.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
in the valley. The chaotic satyrs may upend a copse of trees one night only to have it regrow by morning. Most of the Skola Vale consists of greenery rolling over gentle hills. During the day, the
, cockatrices, and harpies—striving to pick off drunken satyrs wandering alone after a revel. Satyrs rarely travel alone at night, believing that noise and music scare away evil, but revelers aren’t always as wary as they should be.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
in the valley. The chaotic satyrs may upend a copse of trees one night only to have it regrow by morning. Most of the Skola Vale consists of greenery rolling over gentle hills. During the day, the
, cockatrices, and harpies—striving to pick off drunken satyrs wandering alone after a revel. Satyrs rarely travel alone at night, believing that noise and music scare away evil, but revelers aren’t always as wary as they should be.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
knows death in myriad forms. Such amalgamated spirits are tormented by their collective pain, endlessly moaning disjointed final thoughts as they lash out at the living. Having known untold deaths
, gallows speakers can predict suffering, foreseeing dooms leveled against them and overwhelming their foes with visions of innumerable violent deaths. Gallows speakers rarely speak coherently or
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
other hazards of the Underdark can decimate a colony even if they don’t succeed in destroying the elder brain. Rise of a Ulitharid Rarely, the process of ceremorphosis yields an ulitharid, a more
powerful mind flayer that isn’t beholden to the elder brain’s whims. The appearance of an ulitharid causes a surge in the colony’s collective intelligence, creativity, and strength. As the ulitharid
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
knows death in myriad forms. Such amalgamated spirits are tormented by their collective pain, endlessly moaning disjointed final thoughts as they lash out at the living. Having known untold deaths
, gallows speakers can predict suffering, foreseeing dooms leveled against them and overwhelming their foes with visions of innumerable violent deaths. Gallows speakers rarely speak coherently or
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
other hazards of the Underdark can decimate a colony even if they don’t succeed in destroying the elder brain. Rise of a Ulitharid Rarely, the process of ceremorphosis yields an ulitharid, a more
powerful mind flayer that isn’t beholden to the elder brain’s whims. The appearance of an ulitharid causes a surge in the colony’s collective intelligence, creativity, and strength. As the ulitharid
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Shifter Traits Your shifter character has the following traits. Age. Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than
. Your size is Medium. To set your height and weight randomly, start with rolling a size modifier: Size modifier = 2d8 Height = 4 feet + 6 inches + your size modifier in inches Weight in pounds = 90
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Shifter Traits Your shifter character has the following traits. Age. Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than
. Your size is Medium. To set your height and weight randomly, start with rolling a size modifier: Size modifier = 2d8 Height = 4 feet + 6 inches + your size modifier in inches Weight in pounds = 90
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
embers easily slip through the grasp of mage hand spells and other magical effects, but a creature within reach of the brazier can use an action to try to catch an ember, doing so with a successful DC 20
Dexterity check. Catching an ember causes it to vanish and triggers a random magical effect, determined by rolling a d6 and consulting the Magic Embers table. Any creature that gains a benefit also
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
embers easily slip through the grasp of mage hand spells and other magical effects, but a creature within reach of the brazier can use an action to try to catch an ember, doing so with a successful DC 20
Dexterity check. Catching an ember causes it to vanish and triggers a random magical effect, determined by rolling a d6 and consulting the Magic Embers table. Any creature that gains a benefit also
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, Mordent is a quiet domain of peaceful country estates that sprawl across rolling moors. Landowners of the aristocratic class maintain a pretense of being the benevolent custodians of the land and
ghostly grasp of its ancestors. The past can’t be forgotten or left behind, because the spirits haunting the land embody that past. The social order can’t change, because the restless dead enforce the old
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, Mordent is a quiet domain of peaceful country estates that sprawl across rolling moors. Landowners of the aristocratic class maintain a pretense of being the benevolent custodians of the land and
ghostly grasp of its ancestors. The past can’t be forgotten or left behind, because the spirits haunting the land embody that past. The social order can’t change, because the restless dead enforce the old
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
perpetually clogged with some amount of planar refuse, but sewage rarely backs up enough to flood well-to-do wards. Kuo-toa, troglodytes, and other aquatic folk live in the Drowned Nations, as do land
points along its mind-bending circumference, imprisoned creatures might spot their own backs or torchlight in the distance. Rarely, through determination or sheer luck, creatures do escape the Loop
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
perpetually clogged with some amount of planar refuse, but sewage rarely backs up enough to flood well-to-do wards. Kuo-toa, troglodytes, and other aquatic folk live in the Drowned Nations, as do land
points along its mind-bending circumference, imprisoned creatures might spot their own backs or torchlight in the distance. Rarely, through determination or sheer luck, creatures do escape the Loop
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
some degree of collective protection. Noteworthy Laws
Of the city’s nuanced and unreliably enforced laws, the following tend to be the most surprising to newcomers.
Foreign Agents. While traders
interviews and licenses. Visitors technically should do the same, but the law is rarely mentioned at the city’s gates and even more rarely enforced. What distinguishes a visitor and a foreign agent can be
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
some degree of collective protection. Noteworthy Laws
Of the city’s nuanced and unreliably enforced laws, the following tend to be the most surprising to newcomers.
Foreign Agents. While traders
interviews and licenses. Visitors technically should do the same, but the law is rarely mentioned at the city’s gates and even more rarely enforced. What distinguishes a visitor and a foreign agent can be
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
some degree of collective protection. NOTEWORTHY LAWS
Of the city’s nuanced and unreliably enforced laws, the following tend to be the most surprising to newcomers.
Foreign Agents. While traders and
interviews and licenses. Visitors technically should do the same, but the law is rarely mentioned at the city’s gates and even more rarely enforced. What distinguishes a visitor and a foreign agent can be
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
“Teleport Traps”). A creature teleported by this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport Destination 1–10 The teleport trap in area 19 11–15
spell or similar magic reveals its magical properties. A creature with the skull in its possession is invisible to mind flayers, as is anything the creature is wearing or carrying. The skull crumbles to dust and is destroyed 1d10 days after leaving the statue’s grasp.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
effect occurs when the die comes to rest after rolling across the ground for at least 10 feet. If an effect requires a target and no eligible target is within range, nothing happens. Spells cast by
–8 The dodecahedron casts shocking grasp (+5 to hit) on the next creature that touches it. 9–10 The dodecahedron casts darkness on itself. The effect has a duration of 10 minutes. 11–12 The next
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
some degree of collective protection. NOTEWORTHY LAWS
Of the city’s nuanced and unreliably enforced laws, the following tend to be the most surprising to newcomers.
Foreign Agents. While traders and
interviews and licenses. Visitors technically should do the same, but the law is rarely mentioned at the city’s gates and even more rarely enforced. What distinguishes a visitor and a foreign agent can be
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
—deviant minds are never accepted as part of the collective. For them, death means oblivion. Lichdom offers salvation and the prospect of being able to pursue knowledge indefinitely. Yet learning the
throws against any effect that turns Undead.
Actions
Multiattack. The alhoon makes two Chilling Grasp or Arcane Bolt attacks.
Chilling Grasp. Melee Spell Attack: +8 to hit, reach 5 ft., one target
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
effect occurs when the die comes to rest after rolling across the ground for at least 10 feet. If an effect requires a target and no eligible target is within range, nothing happens. Spells cast by
–8 The dodecahedron casts shocking grasp (+5 to hit) on the next creature that touches it. 9–10 The dodecahedron casts darkness on itself. The effect has a duration of 10 minutes. 11–12 The next