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Returning 35 results for 'concerned rebuke grasping to have require'.
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Monsters
Van Richten’s Guide to Ravenloft
temporary hit points.
Unusual Nature. The swarm doesn’t require air, food, drink, or sleep.Multiattack. The swarm makes one Undead Mass attack and one Grasping Limbs attack.
Undead Mass. Melee
":"bludgeoning"} bludgeoning damage if the swarm has half of its hit points or fewer.
Grasping Limbs. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Grasping Limbs"} to hit
Monsters
Icewind Dale: Rime of the Frostmaiden
Magic Resistance. The living spell has advantage on saving throws against spells and other magical effects.
Unusual Nature. The living spell doesn't require air, food, drink, or sleep.Force Fist
.
Grasping Hand. The living spell attempts to grab a Huge or smaller creature within 5 feet of it. The target must succeed on a DC 15 Dexterity saving throw or be grappled (escape DC 15). Until the
Monsters
Mythic Odysseys of Theros
can innately cast the following spells, requiring no material components:
At will: fire bolt (see “Actions” below)
3/day: burning hands
1/day each: hellish rebuke (see “Reactions” below), scorching
Rebuke (2nd-Level Spell; 1/Day). When the oread is damaged by a creature within 60 feet of the oread that it can see, the creature that damaged the oread must make a DC 14 Dexterity saving throw, taking 16
Monsters
Bigby Presents: Glory of the Giants
action and Poisoning Rebuke reaction.
The object bearing the blood rune has AC 15; 30 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end
, suggestion, telekinesisPoisoning Rebuke (Requires Blood Rune). In response to being damaged by a creature the fomorian can see within 60 feet of itself, the fomorian forces that creature to make a DC 16
Monsters
Journeys through the Radiant Citadel
together, whereupon the soul shaker reforms and regains all its hit points.
Unusual Nature. The soul shaker doesn’t require air, food, drink, or sleep.Crushing Grasp. Melee Weapon Attack: +7
grasping mass of Humanoid limbs, a soul shaker is an obsessive claimer of corpses and collector of body parts. These nightmarish creatures arise from ghoulish collections of severed limbs exposed to
Magic Items
Waterdeep: Dungeon of the Mad Mage
cold damage.
Deadly Rebuke. Immediately after a creature hits you with a melee attack, you can use your reaction to deal 3d6 necrotic damage to that creature.
Bane. You can cast the bane spell from
the shield (save DC 17). The spell does not require concentration and lasts for 1 minute. Once you cast the spell from the shield, you can’t do so again until you finish a short or long rest
monsters
Magic Resistance The elder thing has Advantage on saving throws against spells and other magical effects.Multiattack. The elder thing makes up to two Grasping Tentacle attacks and uses
Spellcasting.
Grasping Tentacle. Melee Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Grasping Tentacle"}, reach 20 ft. Hit: 11 (1d8 + 6
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Duergar Despot The Reghed nomads who stalk the tundra and the Ten-Towners who keep civilization alive are so concerned with day-to-day survival that they typically pay little heed to the evil forces
to destroy Ten-Towns. His sons, Durth and Nildar, lead teams of duergar on quests to retrieve more of this dark-colored crystal for their grasping, despotic father.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Duergar Despot The Reghed nomads who stalk the tundra and the Ten-Towners who keep civilization alive are so concerned with day-to-day survival that they typically pay little heed to the evil forces
to destroy Ten-Towns. His sons, Durth and Nildar, lead teams of duergar on quests to retrieve more of this dark-colored crystal for their grasping, despotic father.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
mean anything to their characters, and their characters are unaware of what Zybilna has just done. As far as the characters are concerned, Zybilna is the archfey who rules Prismeer and has no other
past identities. The effect is permanent and irreversible. Various loose ends are addressed in the sections that follow. Some of the events described in these sections require the characters’ involvement, while others can play out in their absence.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
mean anything to their characters, and their characters are unaware of what Zybilna has just done. As far as the characters are concerned, Zybilna is the archfey who rules Prismeer and has no other
past identities. The effect is permanent and irreversible. Various loose ends are addressed in the sections that follow. Some of the events described in these sections require the characters’ involvement, while others can play out in their absence.
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
cantrip if you don’t already know it, and require no components to cast it. The hand created by the spell is shadowy but is not bound to your actual shadow. Your spellcasting ability for this spell is
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
cantrip if you don’t already know it, and require no components to cast it. The hand created by the spell is shadowy but is not bound to your actual shadow. Your spellcasting ability for this spell is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
shield, you benefit from the following properties. Winter’s Friend. You are immune to cold damage. Deadly Rebuke. Immediately after a creature hits you with a melee attack, you can use your reaction
to deal 3d6 necrotic damage to that creature. Bane. You can cast the bane spell from the shield (save DC 17). The spell does not require concentration and lasts for 1 minute. Once you cast the spell
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
shield, you benefit from the following properties. Winter’s Friend. You are immune to cold damage. Deadly Rebuke. Immediately after a creature hits you with a melee attack, you can use your reaction
to deal 3d6 necrotic damage to that creature. Bane. You can cast the bane spell from the shield (save DC 17). The spell does not require concentration and lasts for 1 minute. Once you cast the spell
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Languages —
Challenge 4 (1,100 XP)
Magic Resistance. The living spell has advantage on saving throws against spells and other magical effects.
Unusual Nature . The living spell doesn’t require
spell can move it up to 5 feet and move with it, without provoking opportunity attacks.
Grasping Hand. The living spell attempts to grab a Huge or smaller creature within 5 feet of it. The target must
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Languages —
Challenge 4 (1,100 XP)
Magic Resistance. The living spell has advantage on saving throws against spells and other magical effects.
Unusual Nature . The living spell doesn’t require
spell can move it up to 5 feet and move with it, without provoking opportunity attacks.
Grasping Hand. The living spell attempts to grab a Huge or smaller creature within 5 feet of it. The target must
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
following spells, requiring no material components: 3/day: darkness 1/day each: fear (shadow horror and skittering horror only), phantasmal killer (skittering horror only) 4 Psychic Rebuke. When the
damage (shadow horror), or 10 (3d6) psychic damage (skittering horror). RAYMOND SWANLAND Secondary Features d4 Feature 1 Grasping Tendrils. The horror has four tendrils. Each tendril can be
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
following spells, requiring no material components: 3/day: darkness 1/day each: fear (shadow horror and skittering horror only), phantasmal killer (skittering horror only) 4 Psychic Rebuke. When the
damage (shadow horror), or 10 (3d6) psychic damage (skittering horror). RAYMOND SWANLAND Secondary Features d4 Feature 1 Grasping Tendrils. The horror has four tendrils. Each tendril can be
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
other object in its possession. While holding or wearing the object bearing the rune, the giant can use its Corrupting Hex action and Poisoning Rebuke reaction.
The object bearing the blood rune has
, prestidigitation
1/day each: detect thoughts, suggestion, telekinesis
Bonus Actions
Creeping Gloom (Recharge 6). The fomorian momentarily conjures grasping darkness in a 30-foot-radius sphere centered on a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
stress—but what could be better than that, eh?”
Ontharr Frume and Leosin Erlanthar, along with a handful of other concerned leaders and scholars along the Sword Coast, are in the early stages of
Gauntlet wear their holy symbols openly. (Frume’s is the right-handed gauntlet of Torm.) The order’s universal symbol is a gauntlet grasping a sword by the blade. Frume wears such a symbol on a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
stress—but what could be better than that, eh?”
Ontharr Frume and Leosin Erlanthar, along with a handful of other concerned leaders and scholars along the Sword Coast, are in the early stages of
Gauntlet wear their holy symbols openly. (Frume’s is the right-handed gauntlet of Torm.) The order’s universal symbol is a gauntlet grasping a sword by the blade. Frume wears such a symbol on a
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
other object in its possession. While holding or wearing the object bearing the rune, the giant can use its Corrupting Hex action and Poisoning Rebuke reaction.
The object bearing the blood rune has
, prestidigitation
1/day each: detect thoughts, suggestion, telekinesis
Bonus Actions
Creeping Gloom (Recharge 6). The fomorian momentarily conjures grasping darkness in a 30-foot-radius sphere centered on a
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
require food, drink, or sleep. Alseid
(MAGALI VILLENEUVE) Alseid Touched with the golden light of the sun, alseids inhabit meadows, plains, and lands of cultivated natural beauty. Many live in
bolt (see “Actions” below)
3/day: burning hands
1/day each: hellish rebuke (see “Reactions” below), scorching ray
Invisible in Fire. The oread is invisible while fully immersed in fire.
Magic
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
require food, drink, or sleep. Alseid
(MAGALI VILLENEUVE) Alseid Touched with the golden light of the sun, alseids inhabit meadows, plains, and lands of cultivated natural beauty. Many live in
bolt (see “Actions” below)
3/day: burning hands
1/day each: hellish rebuke (see “Reactions” below), scorching ray
Invisible in Fire. The oread is invisible while fully immersed in fire.
Magic
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
ensuring that the rod won’t sunder again. Missing Malaina If the characters resist resting in their quarters, Alustriel approaches them privately. She’s concerned that her wife, Malaina, left the
of joining the fight against Vecna. Alustriel or Tasha might join particularly persuasive characters in their pursuit of Vecna, but this will require significant effort on your part and might make the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
ensuring that the rod won’t sunder again. Missing Malaina If the characters resist resting in their quarters, Alustriel approaches them privately. She’s concerned that her wife, Malaina, left the
of joining the fight against Vecna. Alustriel or Tasha might join particularly persuasive characters in their pursuit of Vecna, but this will require significant effort on your part and might make the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barriers, which otherwise require siege engines to force open. Gate Guards. Characters who stand outside the main gate and announce their arrival can speak to the guards in the gatehouse. Unless Levistus
cistern (area C22). C8. Speaker’s Den This well-appointed sitting room is where Crannoc Siever used to meet with visitors, whether distinguished guests or concerned townsfolk. Comfortable furnishings
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
written out in Infernal, and are made binding in one of several ways, ranging from a simple signature to a revolting act. Once all concerned parties perform the actions necessary to enter the contract
contract crumbles to dust and is destroyed. Devils require compensation in exchange for voiding a contract. Some cowardly devils might be willing to void a contract in exchange for their lives, but most
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
written out in Infernal, and are made binding in one of several ways, ranging from a simple signature to a revolting act. Once all concerned parties perform the actions necessary to enter the contract
contract crumbles to dust and is destroyed. Devils require compensation in exchange for voiding a contract. Some cowardly devils might be willing to void a contract in exchange for their lives, but most
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
are justly concerned, and some have important roles to play in events yet to unfold. The Harpers The Harpers are spellcasters and spies who covertly oppose the abuse of power, magical or otherwise
lost souls to its organization with the promise of a better life. Its agents are evil and grasping. When they are not gathering information for the kraken, they lurk in the shadows and indulge in
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barriers, which otherwise require siege engines to force open. Gate Guards. Characters who stand outside the main gate and announce their arrival can speak to the guards in the gatehouse. Unless Levistus
cistern (area C22). C8. Speaker’s Den This well-appointed sitting room is where Crannoc Siever used to meet with visitors, whether distinguished guests or concerned townsfolk. Comfortable furnishings
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
are justly concerned, and some have important roles to play in events yet to unfold. The Harpers The Harpers are spellcasters and spies who covertly oppose the abuse of power, magical or otherwise
lost souls to its organization with the promise of a better life. Its agents are evil and grasping. When they are not gathering information for the kraken, they lurk in the shadows and indulge in
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Perks With a guild as your group’s patron, you gain the following perks. These perks require an annual contribution of 15 gp paid to the guild (replacing the 5 gp per month cost for characters with the
difficulty grasping the passage of time and the state of the world compared to its original era. 6 Fallen Muse. Your contact is a fallen celestial. Whether they regret their transgressions or hunger for
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Perks With a guild as your group’s patron, you gain the following perks. These perks require an annual contribution of 15 gp paid to the guild (replacing the 5 gp per month cost for characters with the
difficulty grasping the passage of time and the state of the world compared to its original era. 6 Fallen Muse. Your contact is a fallen celestial. Whether they regret their transgressions or hunger for