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Returning 32 results for 'compels runes grasping to have reduce'.
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Magic Items
Dungeon Master’s Guide
This item appears to be a sword hilt.
Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existence or make the blade disappear
to expand or reduce its radius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Magic Items
Baldur’s Gate: Descent into Avernus
radius and dim light for an additional 15 feet, or reduce its glow to its normal intensity.
Random Properties. The sword has 2 minor beneficial properties, each determined by rolling on the Minor
sword simply by grasping it. She couldn’t bring herself to do so when she was an angel, but as an archdevil she has no compunction about ridding the multiverse of the weapon. The sword is also
Sun Blade
Legacy
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Magic Items
Basic Rules (2014)
This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade
in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Monsters
Mordenkainen's Fiendish Folio Volume 1
are content to lead peaceful lives as hunters and gatherers, the magic that created the crab folk sometimes compels them to lash out in fearsome raids when the conditions are right.
Aquatic Vassals
minds a few simple commands to help them with their tasks. She gave them the tenacity and toughness of a crab to augment their strength, grasping claws to help them claim the treasures she loved, and a
Monsters
Infernal Machine Rebuild
Amphibious. The thessalkraken can breathe air and water.
Freedom of Movement. The thessalkraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be
the water in the thessalkraken’s lair compels potential victims to draw near. Each creature within 120 feet of the thessalkraken must succeed on a DC 18 Wisdom saving throw or move 10 feet closer
Monsters
Mordenkainen's Fiendish Folio Volume 1
inscribed across the blade, which can reduce living creatures to ash. The lord of entropy also bears a set of obsidian tablets slung about its waist, upon which it inscribes destructive runes. Living
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Sun Blade Weapon (longsword), rare (requires attunement) This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into
reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. Sun Blade
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Sun Blade Weapon (longsword), rare (requires attunement) This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into
reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Sun Blade Weapon (Longsword), Rare (Requires Attunement) This item appears to be a sword hilt. Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure
the blade persists, you can take a Magic action to expand or reduce its radius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. Conceptopolis, Ekaterina Burmak Sun Blade, Sword of Kas
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Sun Blade Weapon (Longsword), Rare (Requires Attunement) This item appears to be a sword hilt. Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure
the blade persists, you can take a Magic action to expand or reduce its radius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
fiddles with or occasionally breaks Tiny, nonmagical objects.
6 There’s a slight but noticeable delay between my movements and those of my shadow.
Grasping Shadow. You learn the mage hand
time you or a creature within 30 feet of you that you can see makes an attack roll, an ability check, or a saving throw, roll a d4. If the number is odd, reduce the total by the number rolled. If the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
if needed. Hanging on a stone peg that juts from the wall, the gold-plated shield is etched with arcane runes. A detect magic spell reveals an aura of necromancy magic radiating from the shield. A
character who examines the runes and succeeds on a DC 18 Intelligence (Arcana) check can ascertain that the runes give the shield the magical ability to trap creatures inside it. Any creature that
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Barkskin Transmutation — Beast Sense Divination C, R Continual Flame Evocation M Darkvision Transmutation — Enhance Ability Transmutation C Enlarge/Reduce Transmutation C Find Traps Divination
Evocation — Fount of Moonlight Evocation C Freedom of Movement Abjuration — Giant Insect Conjuration C Grasping Vine Conjuration C Hallucinatory Terrain Illusion — Ice Storm Evocation — Locate Creature
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Barkskin Transmutation — Beast Sense Divination C, R Continual Flame Evocation M Darkvision Transmutation — Enhance Ability Transmutation C Enlarge/Reduce Transmutation C Find Traps Divination
Evocation — Fount of Moonlight Evocation C Freedom of Movement Abjuration — Giant Insect Conjuration C Grasping Vine Conjuration C Hallucinatory Terrain Illusion — Ice Storm Evocation — Locate Creature
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
those original creations, with most living in small, isolated clutches. Though they are content to lead peaceful lives as hunters and gatherers, the magic that created the crab folk sometimes compels
augment their strength, grasping claws to help them claim the treasures she loved, and a deeply embedded magical compulsion to obedience. Treasure Hungry. The hag had a particular love of silver, and was
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
thessalkraken can breathe air and water.
Freedom of Movement. The thessalkraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of
beneath the water in the thessalkraken’s lair compels potential victims to draw near. Each creature within 120 feet of the thessalkraken must succeed on a DC 18 Wisdom saving throw or move 10 feet closer to the thessalkraken if able to do so.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
demon worshiper.” (Partially true; Xanthe is referring to Ivlis, the former priest)
Occult Ritual Eventually, you come across an eerie statue in a forest clearing. Strange runes are etched into
is complete or interrupted. If disturbed, they fight.
Adjusting the Difficulty. To make this encounter easier, reduce the number of Cultists. Conversely, you can make this encounter more challenging
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, damage their components, or discern how to avoid them. The blades are disabled if their attack bonus is reduced to −8. Ways to reduce it are described below. Intelligence (Investigation), DC 15. As
it takes time. Faint runes in the ceiling and floor at both ends of the hallway are involved in the functioning of the portals. A creature must first use an action to examine a set of runes, then use a
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce
the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8. Grasping Tentacles 10th-level Fathomless feature You learn the spell
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
warrior spirits it summons come from the Abyss and look like minotaurs. A single character can search through the pile of body parts in 1 hour, while multiple characters working together can reduce
creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 5b on level 19, in the closest unoccupied space next to the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
: Cantrips (at will): mage hand, prestidigitation, ray of frost 1st level (4 slots): detect magic, magic missile, shield, thunderwave 2nd level (3 slots): detect thoughts, enlarge/reduce, Melf’s acid
otherwise avoid combat. Southeast Door This door has a stone wall behind it, inscribed upon which is an elder rune (see “Elder Runes”). Determine the rune randomly by drawing a card from the Elder Rune Deck
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
, increasing its Armor Class by 4. 3 Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving throws against spells
DC 13 for category 1, DC 15 for category 2, and DC 19 for category 3) by a specialized grasping appendage on the krasis. It can have only one creature grappled in this way at a time. 6 Hypnotic
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
any wandering cultists are defeated, reduce the number of cultists encountered in area V33 accordingly. If the characters make no effort to hide the bodies of the cultists they defeat, someone stumbles
ingredients and spices. V26. Temple of Zariel The iron double door leading to this room has Infernal runes carved into its arched door frame. A character who understands Infernal can translate these
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
charges. You can expend a charge to cast the Calm Emotions spell (save DC 15) from the armor. This armor regains 1d3 expended charges daily at dawn. Grasping Whip Weapon (Whip), Rare You gain a +1
, creating a 15-foot-radius circle of glowing runes centered on the point of impact. While you’re inside that area, your hammer glows with matching runes, and you gain a +3 bonus to attack and damage
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
word for death inscribed across the blade, which can reduce living creatures to ash. The lord of entropy also bears a set of obsidian tablets slung about its waist, upon which it inscribes destructive
runes. Living creatures wither and rot within the entropic energy emanated by Ygorl’s magic.
After the fifth artist dispatched to record Ygorl ’s appearance failed to return, I let the matter rest
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
"Rite of the Arcane Octad"). Y21. Obelisk A sixty-foot-tall obelisk of black stone, its surface covered in arcane runes, projects from the ground. A thin crack has formed on one side, stretching from
(Arcana) check recognizes that the magic runes inscribed on the obelisk represent all eight schools of magic. If the check result exceeds the DC by 5 or more, the character also identifies runes relating
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Repeat step 2 until one team has eliminated all the players on the other team.
Y4. Tower of Abjuration This tower reaches upward like a talon, its stonework studded in chiseled runes. A blue light
shines from its highest window.
A detect magic spell cast here reveals an aura of abjuration magic. Runes cover every inch of this tower’s exterior. A glyph for the symbol (insanity) spell is hidden
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
feet (thirty-seven in all, worth 10 gp each) A human wearing a ring of resistance (fire) A half-elf grasping a sack with a burst seam showing silvery coins (471 sp) A human wearing gleaming armor
and other humanoid bodies. 21. Ice Cavern A warning carved into the icy floor in Giant with Dwarvish runes clearly shows that this place is to be shunned. Ten feet beyond where the passage turns to the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
not want to give up such a promising lair, but if the characters reduce the dragon to half its hit points, it climbs to the top of the tower and flies off to fight another day. Cottage. The cottage
manufacture. Runes in Dwarvish on the axe head read, “Hew,” and the rust is misleading. Hew is a +1 battleaxe that deals maximum damage when the wielder hits a plant creature or an object made of wood
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. Venomfang doesn’t want to give up such a promising lair, but if the characters reduce the dragon to one-quarter of its hit points, Venomfang climbs to the top of the tower and flies off. Cottage. The
of dwarven manufacture. Runes spell out “Hew” in Dwarvish on the axe head and the rust is misleading. Hew is a +1 battleaxe that deals maximum damage when the wielder attacks a Plant creature or an
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
or Spit Rock attacks in any combination and one Grasping Root attack.
Slam. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 33 (4d12 + 7) bludgeoning damage.
Spit Rock. Ranged
Weapon Attack: +14 to hit, range 120 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage, and the target must succeed on a DC 22 Strength saving throw or have the prone condition.
Grasping Root. Melee
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
enough damage to reduce its height to 50 feet, the tower drops to its original position (so that the floor of area P51 is level with the second floor of the palace), and the beanstalk dies. P18. Banquet
reaching desperately toward the cauldron, while the armored woman at her side is grasping a fine-looking quarterstaff.
A jabberwock (see appendix C) is coiled around the cauldron. Zybilna treated the