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Returning 35 results for 'con remove grasp to have reaction'.
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Magic Items
Dungeon Master’s Guide
(3d10 + 3)
Speed 30 ft., Fly 60 ft.
Mod
Save
STR
14
+2
+2
DEX
13
+1
+1
CON
13
+1
+1
Mod
Save
INT
2
&minus
(harmlessly) remove its horns and use them as weapons. One horn becomes a Lance, +1;+1 Lance, and the other becomes a Longsword, +2;+2 Longsword. Removing a horn requires a Magic action, and the
Magic Items
Tasha’s Cauldron of Everything
This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it.
The emblem has 3 charges. When you or a creature
you can see within 30 feet of you suffers a critical hit while you’re wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead.
The emblem regains all expended charges daily at dawn.
Monsters
The Wild Beyond the Witchlight
, protection from evil and good
1/day each: lesser restoration, remove curse, zone of truthProtect Another. When a creature Strongheart can see attacks another creature that is within 5 feet of him
, Strongheart can use his reaction to impose disadvantage on the attack roll, provided he is carrying a shield.Strongheart is a fearless seeker of justice, risking his life to ensure that good triumphs over
Monsters
Tomb of Annihilation
","rollAction":"Spellcasting"} to hit with spell attacks). Acererak has the following wizard spells prepared:
Cantrips (at will): mage hand, ray of frost, shocking grasp
1st level (at will): ray of
has vulnerability to necrotic damage. Greater Restoration, remove curse or similar magic ends the curse on the target.Acererak can take 3 legendary actions, choosing from the options below. Only one
Monsters
Icewind Dale: Rime of the Frostmaiden
—a nervous disorder that manifests as trembling. It can affect her balance and her stride, but she has learned to cast her spells unimpeded by it.
Despite her firm grasp of the dark arts, she
’s blood on the title page. The tome contains the spells Vellynne has prepared plus the following additional spells: bestow curse, blindness/deafness, false life, find familiar, magic weapon, polymorph, protection from evil and good, remove curse, shield, and Tenser's floating disk.
Magic Items
Storm King's Thunder
another means of staying aloft.
Comforting Wind. You can’t suffocate.
Wind’s Grasp. As a reaction when you fall, you can cause yourself to take no damage from the fall. Once you use this
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
Handbook offers a list of widespread languages to choose from. The DM is free to add or remove languages from that list for a particular campaign.
Creature Type
Every creature in D&D, including
Yeenoghu
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
","rollDamageType":"piercing"} piercing damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained
condition.
Each gnoll or hyena that Yeenoghu can see can use its reaction to move up to its speed.
Until the next initiative count 20, all gnoll;gnolls and hyena;hyenas within the lair are enraged
Monsters
Mordenkainen Presents: Monsters of the Multiverse
damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained condition.
Pack Rush. Each gnoll
or hyena that Yeenoghu can see can use its reaction to move up to its speed.
Regional Effects
The region containing Yeenoghu’s lair is warped by his magic, creating one or more of the
Magic Items
The Book of Many Things
energy. You have disadvantage on initiative rolls. This effect lasts until you finish a long rest, but it can be ended early by a Remove Curse spell or similar magic.
End. This card is an omen of
reduction lasts until you finish a long rest, but it can be ended early by a Remove Curse spell or similar magic.
Isolation. You disappear, along with anything you are wearing or carrying, and become
equipment
remove it from their grasp. When you take the Attack action on your turn and hit with a Disarming weapon, you can use your Bonus Action later on the same turn to disarm the target. Both you and the
attacker must make opposed attack rolls, ignoring any sources of Advantage and Disadvantage. If your result is higher and the weapon is something the target can drop, the weapon falls from the target's grasp, landing in its space.
Ioun Stone
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone
). While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you.
Once the stone has
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
emblem to a suit of armor or a shield or remove it. The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you’re wearing the armor or wielding the
shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead. The emblem regains all expended charges daily at dawn.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
curse that prevents its wielder from dropping it. If the blade is pried from its wielder’s grasp, it instantly teleports back into the wielder’s hand. The curse can be ended by casting a remove curse
.
The longsword is easy to remove from the armor stand, requiring no ability check. A detect magic spell reveals that the sword is magical. It sheds dim light in a 10-foot radius. It also carries a
Compendium
- Sources->Dungeons & Dragons->Monster Manual
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
curse can be healed only by the Remove Curse spell or similar magic. Rule 7: Before opening a sarcophagus, light a torch.
—X the Mystic’s
Rules of Dungeon Survival
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Armor Class 12
Hit Points 22 (5d8)
Speed 30 ft.
STR
9 (−1)
DEX
14 (+2)
CON
11 (+0)
INT
17 (+3)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws Int +5
, shocking grasp
1st Level (4 slots): charm person, magic missile
2nd Level (3 slots): hold person, misty step
Actions
Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 3 (1d8 – 1) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
)
DEX
14 (+2)
CON
14 (+2)
INT
16 (+3)
WIS
10 (+0)
CHA
8 (–1)
Saving Throws Str +6, Con +4
Skills Arcana +5, Deception +1, Insight +2, Perception +2
spell attacks). Dralmorrer has the following spells prepared from the wizard spell list:
Cantrips (at will): fire bolt, prestidigitation, shocking grasp
1st level (4 slots): longstrider, magic
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
)
DEX
14 (+2)
CON
14 (+2)
INT
16 (+3)
WIS
10 (+0)
CHA
8 (–1)
Saving Throws Str +6, Con +4
Skills Arcana +5, Deception +1, Insight +2, Perception +2
spell attacks). Dralmorrer has the following spells prepared from the wizard spell list:
Cantrips (at will): fire bolt, prestidigitation, shocking grasp
1st level (4 slots): longstrider, magic missile
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
)
DEX
14 (+2)
CON
14 (+2)
INT
16 (+3)
WIS
10 (+0)
CHA
8 (–1)
Saving Throws Str +6, Con +4
Skills Arcana +5, Deception +1, Insight +2, Perception +2
spell attacks). Dralmorrer has the following spells prepared from the wizard spell list:
Cantrips (at will): fire bolt, prestidigitation, shocking grasp
1st level (4 slots): longstrider, magic missile
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Warrior Warrior
11th-level Medium humanoid
Armor Class 21 (plate, shield)
Hit Points 78 (12d8 + 24)
Speed 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws Con +6
Skills Athletics +8, Perception +5, Survival +5
Senses passive Perception 15
Languages Common, plus one of your choice
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Warrior Warrior
9th-level Medium humanoid
Armor Class 20 (plate, shield)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
18 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws Con +6
Skills Athletics +8, Perception +5, Survival +5
Senses passive Perception 15
Languages Common, plus one of your choice
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Moghadam Moghadam
Medium humanoid (human), neutral evil
Armor Class 14 (breastplate)
Hit Points 104 (19d8 + 19)
Speed 30 ft.
STR
10 (+0)
DEX
12 (+1)
CON
13 (+1
)
INT
19 (+4)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws Con +5, Int +8, Wis +7
Skills Arcana +8, Insight +7, Medicine +7
Senses passive Perception 13
Languages Abyssal, Common
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Rath Modar Rath Modar
Medium humanoid (human), lawful evil
Armor Class 13 (16 with mage armor)
Hit Points 71 (11d8 + 22)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
14
): fire bolt, minor illusion, prestidigitation, shocking grasp
1st level (4 slots): chromatic orb, color spray, mage armor, magic missile
2nd level (3 slots): detect thoughts, mirror image
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Harmonium Peacekeeper Peacekeepers wear distinctive red plate armor and wield planar mancatchers, polearms whose metal pincers prevent criminals clamped in their grasp from teleporting away, making
+ 14)
Speed 30 ft.
STR
16 (+3)
DEX
10 (+0)
CON
14 (+2)
INT
12 (+1)
WIS
14 (+2)
CHA
11 (+0)
Skills Perception +4
Senses passive Perception 14
Languages Common plus
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Rath Modar Rath Modar
Medium humanoid (human), lawful evil
Armor Class 13 (16 with mage armor)
Hit Points 71 (11d8 + 22)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
spell list:
Cantrips (at will): fire bolt, minor illusion, prestidigitation, shocking grasp
1st level (4 slots): chromatic orb, color spray, mage armor, magic missile
2nd level (3 slots): detect
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Rath Modar Rath Modar
Medium humanoid (human), lawful evil
Armor Class 13 (16 with mage armor)
Hit Points 71 (11d8 + 22)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
spell list:
Cantrips (at will): fire bolt, minor illusion, prestidigitation, shocking grasp
1st level (4 slots): chromatic orb, color spray, mage armor, magic missile
2nd level (3 slots): detect
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Archmage Archmage
Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 99 (18d8 + 18)
Speed 30 ft.
STR
10(+0)
DEX
14(+2)
CON
12(+1
self and invisibility at will and has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
14 (+2)
CON
12 (+1)
INT
15 (+2)
WIS
13 (+1)
CHA
11 (+0)
Skills Arcana +4
Senses passive Perception 11
Languages Common, Thayan
Challenge 2 (450 XP)
Doomvault Devotion
(spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): fire bolt, mage hand, prestidigitation, shocking grasp
1st level (4 slots
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
ability to use. Disarm A creature can use a weapon attack to knock a weapon or another item from a target’s grasp. The attacker makes an attack roll contested by the target’s Strength (Athletics) check
opportunity attack it makes against the marked target has advantage. The opportunity attack doesn’t expend the attacker’s reaction, but the attacker can’t make the attack if anything, such as the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
)
Speed 5 ft., Fly 50 ft. (hover)
Ability Score Mod Save
Str 12 +1 +1
Dex 15 +2 +4
Con 11 +0 +0
Ability Score Mod Save
Int 1 −5 −5
Wis 5 −3 −3
Cha
. Imagine my surprise when the blade flew from his bony grasp! Still got the scar.
—Levity Quickstitch, Rogue
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Lost Sorrowsworn Lost sorrowsworn are representations of the anxiety and fear people experience when they can’t find their way. These sorrowsworn appear desperate and panicked. Lost sorrowsworn grasp
victim suffer. Lost Sorrowsworn Medium Monstrosity, Typically Neutral Evil
Armor Class 15 (natural armor)
Hit Points 78 (12d8 + 24)
Speed 30 ft.
STR
17 (+3)
DEX
12 (+1)
CON
15 (+2
Compendium
- Sources->Dungeons & Dragons->Monster Manual
murderers escape their grasp. Swarm of Crawling Claws Medium Swarm of Tiny Undead, Neutral Evil
AC 12 Initiative +2 (12)
HP 49 (11d8)
Speed 30 ft., Climb 30 ft.
Ability Score Mod Save
Str 14 +2 +2
Dex 14 +2 +2
Con 11 +0 +0
Ability Score Mod Save
Int 5 −3 −3
Wis 10 +0 +0
Cha 4 −3 −3
Resistances Bludgeoning, Piercing
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Warrior Warrior
1st-level Medium humanoid
Armor Class 16 (chain shirt, shield)
Hit Points 13 (2d8 + 4)
Speed 30 ft.
STR
15 (+2)
DEX
13 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws Con +4
Skills Athletics +4, Perception +3, Survival +3
Senses passive Perception 13
Languages Common, plus one of your choice
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
memories and knowledge of its former life, and it seeks retribution against the one who slew it. If the target has somehow slipped through its grasp, the rakshasa might punish its killer’s family
40 ft.
STR
14 (+2)
DEX
17 (+3)
CON
18 (+4)
INT
13 (+1)
WIS
16 (+3)
CHA
20 (+5)
Skills Deception +10, Insight +8
Damage Vulnerabilities piercing
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Warrior Warrior
7th-level Medium humanoid
Armor Class 20 (plate, shield)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
10
(+0)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws Con +5
Skills Athletics +6, Perception +4, Survival +4
Senses passive Perception 14
Languages Common, plus one of your choice






