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Returning 35 results for 'conditions regaining grasping to have remaining'.
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condition regaining grasping to have remaining
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conditions remaining granting to have remaining
Spells
Player’s Handbook
saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it
.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the Grappled condition, with an escape DC
Magic Items
Dungeon Master’s Guide
following day, remaining until Orcus dismisses them.
Sentience. The Wand of Orcus is a sentient Chaotic Evil item with an Intelligence of 16, a Wisdom of 12, and a Charisma of 16. It has hearing and
guarded.
Bathing the wand in positive energy (such as that which permeates the Positive Plane) causes it to crack and explode, but unless the above conditions are met, the wand instantly re-forms on Orcus’s layer of the Abyss.
Monsters
Icewind Dale: Rime of the Frostmaiden
.
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
grapple ends, the target takes 15 (2d6 + 8);{"diceNotation":"2d6+8","rollType":"damage","rollAction":"Grasping Hand","rollDamageType":"bludgeoning"} bludgeoning damage at the start of each of its turns
Monsters
Van Richten’s Guide to Ravenloft
placed in a vessel under the effects of the hallow spell, the destroyed necrichor re-forms in 1d10;{"diceNotation":"1d10","rollType":"roll","rollAction":"Rejuvenation"} days, regaining all its hits
dealt to it (round down), and the target takes the remaining damage. The necrichor can attach to only one creature at a time.
The attached necrichor can telepathically control the target’s move
Monsters
Mordenkainen Presents: Monsters of the Multiverse
points remaining.
Shortbow. Ranged Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Shortbow"} to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2
blue field
3
Hunting horn banded in gold on a gray field
4
Raised fist grasping an anchor on a quartered field of blue and white
5
Turtle with crenelated tower on its shell on a
Monsters
The Book of Many Things
centered on a point the hierophant can see within 60 feet of itself. Each creature within the sphere has the blinded and deafened conditions. Each creature that enters the sphere for the first time on a
remaining leaders choose an initiate to fill the position, preferring initiates from the oldest broods.
A new hierophant undergoes a rite similar to the rite of initiation, but only the other
Monsters
Mordenkainen Presents: Monsters of the Multiverse
points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Poisonous Touch (Humanoid Form Only). Melee Weapon Attack: +8
(Recharges after a Short or Long Rest). The drow magically transforms into a Large spider, remaining in that form for up to 1 hour, or back into its true form. Its statistics, other than its size, are
Monsters
Waterdeep: Dungeon of the Mad Mage
":"1d10","rollType":"roll","rollAction":"Rejuvenation"} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting. The lich is an 18th
takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in the lich’s lair.
The lich calls forth the spirits of
Monsters
Tomb of Annihilation
;{"diceNotation":"1d10","rollType":"roll","rollAction":"Rejuvenation"} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting
damage, the target must make a DC 18 Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until
Monsters
Curse of Strahd
":"1d10","rollType":"roll","rollAction":"Rejuvenation"} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting. Exethanter is an
remaining damage. This tether lasts until initiative count 20 on the next round or until Exethanter or the target is no longer in the Exethanter’s lair.
Exethanter calls forth the spirits of
Monsters
Princes of the Apocalypse
uses her lair action to cause one of the following effects:
Pools of water in the lair surge outward in a grasping tide. Any creature within 20 feet of such a pool must succeed on a DC 20 Strength
attempts to leave the area, remaining frightened while within it. On a failure, the creature becomes highly aggressive and remains in the area for 24 hours. While in this state, the creature gains advantage
Monsters
Quests from the Infinite Staircase
or larger plant within the lair.
Vine Wall. A wall of grasping vines appears on the ground within 120 feet of the Gardener. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it
itself back where it entered the border, returning to the garden.
Eternal Summer. The climate in the garden is a perpetual, lovely summer, but weather conditions reflect the emotional tone of creatures in
Magic Items
The Book of Many Things
they are alive and any conditions they have. If you named an object, you know if it is broken or not. If you named a magic item that has charges, you know how many charges it has remaining.
Maze. You
takes effect. You must draw each card you declared no more than 1 hour after the previous draw. Unless a card states otherwise, if you fail to draw the chosen number, the remaining number of cards fly
monsters
total Grasping Tendril and Stomping Hoff attacks.
Grasping Tendril. Melee Attack Roll: +17;{"diceNotation":"1d20+17", "rollType":"to hit", "rollAction":"Grasping Tendril"}, reach 30 ft. Hit: 21 (2d10
+ 10);{"diceNotation":"2d10+10", "rollType":"damage", "rollAction":"Grasping Tendril", "rollDamageType":"Bludgeoning"} Bludgeoning damage and the target is moved to the open space closest to Shub
Drow Arachnomancer
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
Change Shape (Recharges after a Short or Long Rest). The drow can use a bonus action to magically polymorph into a giant spider, remaining in that form for up to 1 hour. It can revert to its true
much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned
Lich
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
":"1d10","rollType":"roll","rollAction":"Days"} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting. The lich is an 18th-level
, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in
the Triage Expert feat, the creature can spend three Hit Point Dice to end one of the following conditions on itself instead of regaining Hit Points: Blinded, Deafened, Paralyzed, Poisoned, or Stunned.
Alternatively, you can cure one Grievous Wound affecting the creature (see Grim Hollow Campaign Guide).
feats
status and health, including any blights or conditions currently affecting it. You can use this ability a number of times equal to twice your Wisdom modifier (minimum of 1), regaining expended uses of
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
Wand of Orcus
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
, remaining until Orcus dismisses them.
Sentience. The Wand of Orcus is a sentient, chaotic evil item with an Intelligence of 16, a Wisdom of 12, and a Charisma of 16. It has hearing and darkvision out
imprisoned the hero’s soul and keeps it hidden and well guarded.
Bathing the wand in positive energy causes it to crack and explode, but unless the above conditions are met, the wand instantly reforms on Orcus’s layer of the Abyss.
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Blood and Bone benefit of the Triage Expert feat, the creature can spend three Hit Point Dice to end one of the following conditions on itself instead of regaining Hit Points: Blinded, Deafened
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it. Grasping Hand. The hand attempts to grapple a
-Level Spell Slot. The damage of the Clenched Fist increases by 2d8 and the damage of the Grasping Hand increases by 2d6 for each spell slot level above 5.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it. Grasping Hand. The hand attempts to grapple a
-Level Spell Slot. The damage of the Clenched Fist increases by 2d8 and the damage of the Grasping Hand increases by 2d6 for each spell slot level above 5.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it. Grasping Hand. The hand attempts
. Using a Higher-Level Spell Slot. The damage of the Clenched Fist increases by 2d8 and the damage of the Grasping Hand increases by 2d6 for each spell slot level above 5.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
on a blue field 3 Hunting horn banded in gold on a gray field 4 Raised fist grasping an anchor on a quartered field of blue and white 5 Turtle with crenelated tower on its shell on a white field 6
remaining.
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing damage if the champion has more than half of its total hit
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
on a blue field 3 Hunting horn banded in gold on a gray field 4 Raised fist grasping an anchor on a quartered field of blue and white 5 Turtle with crenelated tower on its shell on a white field 6
remaining.
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing damage if the champion has more than half of its total hit
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
fortifications. During the First Siege of Lekar, General Drakov sacrificed the entirety of the northern River Ward, leaving hundreds of souls to be slaughtered but allowing the remaining defenders to turn back
the zombie horde. The city’s survivors face harsh conditions. Talon soldiers patrol the walls and the streets, keeping peace in the cramped slums that now fill the city. Troops lead civilians outside
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Living Shadow The shadow you cast is animate and ever-present, even when lighting conditions would otherwise prevent it. Your shadow occasionally moves out of sync with you. Sometimes it appears to
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
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
fortifications. During the First Siege of Lekar, General Drakov sacrificed the entirety of the northern River Ward, leaving hundreds of souls to be slaughtered but allowing the remaining defenders to turn back
the zombie horde. The city’s survivors face harsh conditions. Talon soldiers patrol the walls and the streets, keeping peace in the cramped slums that now fill the city. Troops lead civilians outside
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
retain their terrible intellects and aspire to megalomaniacal goals—the first of which involves regaining a body. To do this, they seek servants to exact their will, coercing even the most stubborn
of the hallow spell, the destroyed necrichor re-forms in 1d10 days, regaining all its hits points and appearing in the place it died or in the nearest unoccupied space.
Spider Climb. The necrichor
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
retain their terrible intellects and aspire to megalomaniacal goals—the first of which involves regaining a body. To do this, they seek servants to exact their will, coercing even the most stubborn
effects of the hallow spell, the destroyed necrichor re-forms in 1d10 days, regaining all its hits points and appearing in the place it died or in the nearest unoccupied space.
Spider Climb. The
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
retain their terrible intellects and aspire to megalomaniacal goals—the first of which involves regaining a body. To do this, they seek servants to exact their will, coercing even the most stubborn
effects of the hallow spell, the destroyed necrichor re-forms in 1d10 days, regaining all its hits points and appearing in the place it died or in the nearest unoccupied space.
Spider Climb. The
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned. When you use Hand of Harm on a creature, you can subject that creature to the poisoned condition
door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 ki points. The creature then returns to life, regaining a number of hit
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
retain their terrible intellects and aspire to megalomaniacal goals—the first of which involves regaining a body. To do this, they seek servants to exact their will, coercing even the most stubborn
of the hallow spell, the destroyed necrichor re-forms in 1d10 days, regaining all its hits points and appearing in the place it died or in the nearest unoccupied space.
Spider Climb. The necrichor
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Living Shadow The shadow you cast is animate and ever-present, even when lighting conditions would otherwise prevent it. Your shadow occasionally moves out of sync with you. Sometimes it appears to
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