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Returning 35 results for 'composed reflects grasp to her rage'.
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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
internal organs of the usual sort. Their bodies are composed of cells, fibers, plasma-like ooze, and clusters of nerves. These nerves enable a plasmoid to detect light, heat, texture, sound, pain, and
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
Monsters
Mordenkainen's Fiendish Folio Volume 1
would be adequate compensation for her failure.
Bifurcated Souls. The divided nature of the forlarren reflects their origin, marking each one as two entities trapped in a single form. One forlarren
, set itself up as a petty lord, and rule over all those who fall into its grasp.
A Sinister Cycle. A forlarren in its fey aspect demonstrates self-destructive urges that reflect the inherent tension in
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
one of Vecna’s demiplanar unrealities or the Cave of Shattered Reflection. Walls and Floors Vecna’s Grasp is composed of magically reinforced obsidian. Each 5-foot-square section of obsidian has AC 20, a damage threshold of 30, 60 hit points, and immunity to poison and psychic damage.
Vecna’s Grasp Features Areas in Vecna’s Grasp have the following features. Ceilings The ceiling is 40 feet high in area E1 and 10 feet high in the tunnels leading away from that cavern. Lighting
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
one of Vecna’s demiplanar unrealities or the Cave of Shattered Reflection. Walls and Floors Vecna’s Grasp is composed of magically reinforced obsidian. Each 5-foot-square section of obsidian has AC 20, a damage threshold of 30, 60 hit points, and immunity to poison and psychic damage.
Vecna’s Grasp Features Areas in Vecna’s Grasp have the following features. Ceilings The ceiling is 40 feet high in area E1 and 10 feet high in the tunnels leading away from that cavern. Lighting
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Lamia When rage and despair at the gods’ misdeeds consume a mortal mind, lamia comes into being. Most lamias in Theros are Nyxborn (described earlier in this chapter), owing their existence to their
Monster Manual to a more serpentine form similar to a yuan-ti. In each case, the lamia’s body reflects the creature’s corrupted instincts and predatory nature.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Lamia When rage and despair at the gods’ misdeeds consume a mortal mind, lamia comes into being. Most lamias in Theros are Nyxborn (described earlier in this chapter), owing their existence to their
Monster Manual to a more serpentine form similar to a yuan-ti. In each case, the lamia’s body reflects the creature’s corrupted instincts and predatory nature.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Unrealities The unrealities connected to Vecna’s Grasp are manifestations of Vecna’s plans to remake the multiverse. These potent demiplanes exist outside time and space. Each unreality is dangerous
in Vecna’s Grasp. Once the characters enter an unreality, the only way for them to leave is by finding and touching the demiplane’s manifested secret, then injecting the manifested secret with enough
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Components A ship is composed of different components, each of which comprises multiple objects: Hull. A ship’s hull is its basic frame, on which the other components are mounted. Control. A control
an Armor Class. Its AC reflects the materials used to construct it and any defensive plating used to augment its toughness. Hit Points A ship component is destroyed and becomes unusable when it drops
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Unrealities The unrealities connected to Vecna’s Grasp are manifestations of Vecna’s plans to remake the multiverse. These potent demiplanes exist outside time and space. Each unreality is dangerous
in Vecna’s Grasp. Once the characters enter an unreality, the only way for them to leave is by finding and touching the demiplane’s manifested secret, then injecting the manifested secret with enough
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Components A ship is composed of different components, each of which comprises multiple objects: Hull. A ship’s hull is its basic frame, on which the other components are mounted. Control. A control
an Armor Class. Its AC reflects the materials used to construct it and any defensive plating used to augment its toughness. Hit Points A ship component is destroyed and becomes unusable when it drops
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
to 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
internal organs of the usual sort. Their bodies are composed of cells, fibers, plasma-like ooze, and clusters of nerves. These nerves enable a plasmoid to detect light, heat, texture, sound, pain, and
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
to 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
internal organs of the usual sort. Their bodies are composed of cells, fibers, plasma-like ooze, and clusters of nerves. These nerves enable a plasmoid to detect light, heat, texture, sound, pain, and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Godefroy’s Torment Lord Godefroy is an abyss of grief and rage, tormented by the following circumstances: Godefroy is concerned only with his own misery; the suffering of the other spirits in Mordent
escaping his undead existence. However, he can’t grasp even its basic workings and is frustrated by every delay and malfunction related to the device. FOUNDATIONS OF HORROR
Three years after the 1983
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Godefroy’s Torment Lord Godefroy is an abyss of grief and rage, tormented by the following circumstances: Godefroy is concerned only with his own misery; the suffering of the other spirits in Mordent
escaping his undead existence. However, he can’t grasp even its basic workings and is frustrated by every delay and malfunction related to the device. FOUNDATIONS OF HORROR
Three years after the 1983
Compendium
- Sources->Dungeons & Dragons->Monster Manual
. Mummies pursue those who offend them, typically mortals who desecrate their resting places, steal their burial treasures, or defile sites tied to their faith. With undying rage, these ancient corpses go
hearts. Those who escape a mummy’s grasp might find themselves subject to a terrible curse. Victims of a mummy’s curse gradually wither, their bodies rotting away until they’re reduced to dust. This
Compendium
- Sources->Dungeons & Dragons->Monster Manual
. Mummies pursue those who offend them, typically mortals who desecrate their resting places, steal their burial treasures, or defile sites tied to their faith. With undying rage, these ancient corpses go
hearts. Those who escape a mummy’s grasp might find themselves subject to a terrible curse. Victims of a mummy’s curse gradually wither, their bodies rotting away until they’re reduced to dust. This
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Origin of the Ordning Most giants believe Annam established the ordning at the very beginning and that it reflects the birth order of his sons. One myth likens the ordning to the structure of the
among giant kinds reflecting a cultural or geographical distinction rather than an inherent one. They might live in bands composed of multiple giant kinds or family groups of a single kind. Or giants of
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Origin of the Ordning Most giants believe Annam established the ordning at the very beginning and that it reflects the birth order of his sons. One myth likens the ordning to the structure of the
among giant kinds reflecting a cultural or geographical distinction rather than an inherent one. They might live in bands composed of multiple giant kinds or family groups of a single kind. Or giants of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
become the floor of a 15-foot-high cave with a mirror mounted to its eastern wall. The mirror is framed by an assemblage of hundreds of tiny interlocking stone gears. This mirror reflects normally and
is one of Halaster’s gates (see “Gates”). Its frame is composed of an assemblage of hundreds of tiny, interlocking stone gears. This gate’s rules are as follows: Any creature that inspects the frame
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
become the floor of a 15-foot-high cave with a mirror mounted to its eastern wall. The mirror is framed by an assemblage of hundreds of tiny interlocking stone gears. This mirror reflects normally and
is one of Halaster’s gates (see “Gates”). Its frame is composed of an assemblage of hundreds of tiny, interlocking stone gears. This gate’s rules are as follows: Any creature that inspects the frame
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
. Their soiled clothes are held together in tatters and their head is marked by twenty gashes. They raise a ghostly hand to point. Their eyes are haunted and filled with rage. The wraith unleashes a cry of
material world. This Transformation tears at the substance of body and mind, until what is left is a spiritual shadow. Specters have a tenuous grasp on reality, and some fade into oblivion while others
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
floor. The basin is about ten feet long, five feet wide, and three feet tall. It is filled with a steaming golden liquid.
The red mirror on the eastern wall seems to be composed of fiery glass and
reflects objects only when they are close to it. The white mirror has a pungent odor of nutmeg and spice, and its depths are gelid and smoky.
The mirror that hangs on the western wall is in a stone
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
floor. The basin is about ten feet long, five feet wide, and three feet tall. It is filled with a steaming golden liquid.
The red mirror on the eastern wall seems to be composed of fiery glass and
reflects objects only when they are close to it. The white mirror has a pungent odor of nutmeg and spice, and its depths are gelid and smoky.
The mirror that hangs on the western wall is in a stone
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
–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
composed of notched bronze rings, which can be turned so that the notches line up. Aligning the notches requires an action, and doing so causes the orb to gong loudly until the notches are no longer aligned. The sounds are spaced 6 seconds apart and can be heard out to a range of 600 feet.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
–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
composed of notched bronze rings, which can be turned so that the notches line up. Aligning the notches requires an action, and doing so causes the orb to gong loudly until the notches are no longer aligned. The sounds are spaced 6 seconds apart and can be heard out to a range of 600 feet.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, its spiny carapace deflects harm and can reflect magical attacks. The tarrasque is a creature of tireless rage. It lashes out at any creature that catches its attention, thrashing with claws and its
mighty tail while swallowing smaller beings whole. It seems to take instinctual offense at the works of lesser beings, venting its rage at buildings, bridges, ships, and monuments. The larger a structure
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, its spiny carapace deflects harm and can reflect magical attacks. The tarrasque is a creature of tireless rage. It lashes out at any creature that catches its attention, thrashing with claws and its
mighty tail while swallowing smaller beings whole. It seems to take instinctual offense at the works of lesser beings, venting its rage at buildings, bridges, ships, and monuments. The larger a structure
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
his eye and hand. In the confusion resulting from this turn of events, Vecna’s warlords turned against each other, and the dark one’s plans were dashed. In a rage, Vecna gathered up his generals and
, poison spray, ray of frost, shocking grasp
1st level (4 slots): magic missile, expeditious retreat, thunderwave
2nd level (3 slots): mirror image, scorching ray
3rd level (3 slots): fear, haste
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
his eye and hand. In the confusion resulting from this turn of events, Vecna’s warlords turned against each other, and the dark one’s plans were dashed. In a rage, Vecna gathered up his generals and
, poison spray, ray of frost, shocking grasp
1st level (4 slots): magic missile, expeditious retreat, thunderwave
2nd level (3 slots): mirror image, scorching ray
3rd level (3 slots): fear, haste
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
. The divided nature of the forlarren reflects their origin, marking each one as two entities trapped in a single form. One forlarren might present itself as a friendly, agreeable guide that helps
into its grasp. A Sinister Cycle. A forlarren in its fey aspect demonstrates self-destructive urges that reflect the inherent tension in its nature. That aspect might drive it to drink itself nearly to
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
. The divided nature of the forlarren reflects their origin, marking each one as two entities trapped in a single form. One forlarren might present itself as a friendly, agreeable guide that helps
into its grasp. A Sinister Cycle. A forlarren in its fey aspect demonstrates self-destructive urges that reflect the inherent tension in its nature. That aspect might drive it to drink itself nearly to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
resembling a crow shelters in the nest. It has a beak that comes together like mandibles, large enough to grasp a horse. Even more unsettling are the multitude of eyes clustered on its forehead, though
cooked up with cheese are delicious.
— Jim Darkmagic
The Hard Way The characters are free to engage Raah in battle. It has a lot of pent-up rage these days, and is happy to have someone to direct
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
resembling a crow shelters in the nest. It has a beak that comes together like mandibles, large enough to grasp a horse. Even more unsettling are the multitude of eyes clustered on its forehead, though
cooked up with cheese are delicious.
— Jim Darkmagic
The Hard Way The characters are free to engage Raah in battle. It has a lot of pent-up rage these days, and is happy to have someone to direct