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Returning 35 results for 'common relatively grappling to have respecting'.
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common relative grappling to have reflecting
common relatively grappling to have reflecting
common relative grappling to have respecting
Magic Items
Dungeon Master’s Guide
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 creature
next turn. The DM determines where it leads.
96–00
You pull a magic item out of the hat. Roll 1d6 to determine the item’s rarity: on a 1–3, Common; on a 4–5, Uncommon
Monsters
Spelljammer: Adventures in Space
.
Crushing Tentacle. The horror crushes one creature it is grappling. The grappled creature must make a DC 22 Constitution saving throw, taking 18 (3d6 + 8);{"diceNotation":"3d6+8","rollType":"damage
","rollDamageType":"poison"} poison damage.
Teleport (Costs 2 Actions). The horror teleports, along with any creatures it is grappling, to an unoccupied space it can see within 120 feet of itself.Cosmic
Monsters
Phandelver and Below: The Shattered Obelisk
creature it is grappling, slamming the creature against its chitinous plating. The creature must succeed on a DC 15 Constitution saving throw or take 16 (3d10);{"diceNotation":"3d10", "rollType":"damage
the Underdark. However, their efforts always proved fruitless, and eventually the mind flayers gave up their schemes.
Several common types of mutates exist. The individuals with stat blocks presented
Human
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their
and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds
classes
Basic Rules (2014)
combatants on battlefields and in dungeons alike.
Trained for Danger
Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively
use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Trained for Danger Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat
delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Variety in All Things Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have
settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Senses Darkvision 60 ft.; Passive Perception 11
Languages Common, Goblin
CR 3 (XP 700; PB +2)
Traits
Abduct. The bugbear needn’t spend extra movement to move a creature it is grappling.
Actions
Cha 9 −1 −1
Skills Stealth +6, Survival +2
Gear Hide Armor, Light Hammers (3)
Senses Darkvision 60 ft.; Passive Perception 10
Languages Common, Goblin
CR 1 (XP 200; PB +2)
Traits
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Variety in All Things Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have
settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Trained for Danger Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat
delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
+6, Perception +3
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Sylvan
Challenge 3 (700 XP)
Iron Boots. While moving, the redcap has disadvantage on Dexterity (Stealth
) checks.
Outsize Strength. While grappling, the redcap is considered to be Medium. Also, wielding a heavy weapon doesn’t impose disadvantage on its attack rolls.
Actions
Multiattack. The redcap makes
Compendium
- Sources->Dungeons & Dragons->Monster Manual
9 −1 −1
Skills Stealth +6, Survival +2
Gear Hide Armor, Light Hammers (3)
Senses Darkvision 60 ft.; Passive Perception 10
Languages Common, Goblin
CR 1 (XP 200; PB +2)
Traits
Abduct. The bugbear needn’t spend extra movement to move a creature it is grappling.
Actions
Grab. Melee Attack Roll: +4, reach 10 ft. Hit: 9 (2d6 + 2) Bludgeoning damage. If the target is a Medium
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Wis 12 +1 +3
Cha 11 +0 +0
Skills Stealth +6, Survival +3
Gear Chain Shirt, Javelins (6), Morningstar
Senses Darkvision 60 ft.; Passive Perception 11
Languages Common, Goblin
CR 3 (XP 700; PB +2)
Traits
Abduct. The bugbear needn’t spend extra movement to move a creature it is grappling.
Actions
Multiattack. The bugbear makes two Javelin or Morningstar attacks
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
(−2)
Damage Resistances bludgeoning, piercing, and slashing while in dim light or darkness
Senses darkvision 60 ft., passive Perception 10
Languages Common
Challenge 11 (7,200 XP)
Life
(escape DC 16) and restrained until the grapple ends. While grappling a creature, the Hungry can’t attack with its claws.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Darkvision 60 ft.; Passive Perception 10
Languages Common, Goblin
CR 1 (XP 200; PB +2)
Traits
Abduct. The bugbear needn’t spend extra movement to move a creature it is grappling.
Actions
Grab
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
someone to cast a relatively common spell of 1st or 2nd level, such as cure wounds or identify, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
common and some held great powers. Aberrant leader Halas Tarkanan could devastate cities with powerful earthquakes. The Lady of the Plague wielded disease and commanded hordes of vermin. The
of the Mark, aberrant dragonmarks were few in number and relatively weak. But since the Mourning, aberrant marks have been appearing in greater numbers.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
equivalent to humans. Size. Tabaxi are taller on average than humans and relatively slender. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. You have a cat’s keen senses
proficiency in the Perception and Stealth skills. Languages. You can speak, read, and write Common and one other language of your choice.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
dominated Khorvaire for thousands of years. They founded the Five Nations and make up the majority of the population in these countries. Despite their relatively short lifespan—or perhaps because of it
—humans are innovative, adaptable, and aggressive, always pushing their limits and pursuing new ideas. Humans are extremely diverse; a barbarian from the Demon Wastes has little in common with a Brelish
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
someone to cast a relatively common spell of 1st or 2nd level, such as cure wounds or identify, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Into the Underdark Little Lockford is situated in the Underdark, but the tunnels leading to the settlement are well traveled and relatively easy to navigate. Stone signs illuminated by continual
gnome named Nyx Riddlestone is on the lookout for adventurers heading to Little Lockford. Nyx speaks Common, Gnomish, Terran, and Undercommon. She greets the characters curtly and offers to escort them to Mayor Broadfoot without delay.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Common
Challenge 1 (200 XP) Proficiency Bonus +2
Actions
Garrote. Melee Weapon Attack: +5 to hit, reach 5 ft., one target of the meazel’s size or smaller. Hit: 6 (1d6 + 3) bludgeoning damage
weapon attacks while grappling a creature in this way.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) necrotic damage.
Shadow
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
appearance, but they have certain qualities in common. Each one is roughly 100 feet long or tall, and its physical form is a seemingly impossible conglomeration of eyes, mouths, wings, tentacles, and
the start of its turn.
Crushing Tentacle. The horror crushes one creature it is grappling. The grappled creature must make a DC 22 Constitution saving throw, taking 18 (3d6 + 8) force damage on a
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
appearance, but they have certain qualities in common. Each one is roughly 100 feet long or tall, and its physical form is a seemingly impossible conglomeration of eyes, mouths, wings, tentacles, and less
creature it is grappling. The grappled creature must make a DC 22 Constitution saving throw, taking 18 (3d6 + 8) force damage on a failed save or half as much damage on a successful one.
Poison Jet
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. The following features are common to the monastery. Any exceptions are noted in areas to which they apply. Ceilings. Ceilings in the monastery are 12 feet high. The mines have 8-foot-high ceilings in
of crumbling masonry or poorly fitted fieldstone, so they’re relatively easy to climb. The wall surrounding the garden (area M14) is 10 feet high. Windows. The monastery windows are narrow and tall
Compendium
- Sources->Dungeons & Dragons->Divine Contention
attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 16
Languages Common plus the main language of its master
see. It can bring one creature it’s 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
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Nations. Even today humans make up the majority of the population in these countries. Despite their relatively short lifespans — or perhaps because of them — humans are innovative, adaptable, and
aggressive, always pushing their limits and pursuing new ideas. Humans prove extremely diverse; a barbarian from the Demon Wastes has little in common with a Brelish rogue. When creating a human character
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
lack of emotional bonding means they have no concept of marriage or permanent family relationships. Their eggs are placed in a common tribal hatchery with no effort to keep track of who each one
resources or territory. Such conflicts aren’t common, because two tribes will always prefer to expand in different directions if they come into contact, but they do happen.
For example, two
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. Grappling When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you’re able to make multiple attacks with the Attack action, this
smaller than you. CONTESTS IN COMBAT
Battle often involves pitting your prowess against that of your foe. Such a challenge is represented by a contest. This section includes the most common
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Contests in Combat Battle often involves pitting your prowess against that of your foe. Such a challenge is represented by a contest. This section includes the most common contests that require an action
in combat: grappling and shoving a creature. The DM can use these contests as models for improvising others.
Grappling When you want to grab a creature or wrestle with it, you can use the Attack
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, Stealth +5
Senses darkvision 120 ft., passive Perception 13
Languages Common
Challenge 1 (200 XP)
Shadow Stealth. While in dim light or darkness, the meazel can take the Hide action as a bonus
disadvantage). Until the grapple ends, the target takes 10 (2d6 + 3) bludgeoning damage at the start of each of the meazel’s turns.
The meazel can’t make weapon attacks while grappling a creature in
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
)
CHA
15 (+2)
Saving Throws Con +5
Skills Deception +5, Perception +5
Damage Resistances cold
Senses darkvision 60 ft., passive Perception 15
Languages Common, Giant, Sylvan
each of the hag’s turns. The hag can’t make attacks while grappling a creature in this way.
Spellcasting. The hag casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):
3/day each: disguise self (including the form of a Medium Humanoid), fog cloud
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Sylvan
Challenge 3 (700 XP)
Iron Boots. While moving, the redcap has disadvantage on Dexterity (Stealth) checks.
Outsize
Strength. While grappling, the redcap is considered to be Medium. Also, wielding a heavy weapon doesn’t impose disadvantage on its attack rolls.
Actions
Multiattack. The redcap makes three attacks
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
equipment that you find on your adventures, within the bounds of common sense. For example, a burly half-orc won’t fit in a halfling’s leather armor, and a gnome would be swallowed up in a cloud giant’s
determine the increase in cost based on the extent of the alterations required.
The Armor table shows the cost, weight, and other properties of the common types of armor and shields used in the worlds
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Languages Common, Sylvan
Challenge 3 (700 XP) Proficiency Bonus +2
Iron Boots. The redcap has disadvantage on Dexterity (Stealth) checks.
Outsize Strength. While grappling, the redcap is