Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'conduct relative grasp to have require'.
Other Suggestions:
consult relatively group to have require
consult relate group to have require
consult relatively gray to have require
conduct relatively grave to have required
consult relative group to have require
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
;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Crushing Grasp"} to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5);{"diceNotation":"2d8+5","rollType":"damage","rollAction":"Crushing Grasp
Monsters
Candlekeep Mysteries
Unusual Nature. The commoner doesn’t require air, food, drink, or sleep, and it gains no benefit from finishing a short or long rest. When it drops to 0 hit points, it becomes a lifeless
makes them look like flesh-and-blood people, and the constructs conduct themselves as convincingly real humanoids who are simply living their lives in Wisteria Vale. Detect magic spells do not reveal
Monsters
Curse of Strahd
contested by the creature's Strength check. If the broom wins the contest, it flies out of the creature's grasp and makes a melee attack against it with advantage on the attack roll.Animated objects
simple instructions. Some animated objects might converse fluently or adopt a persona, but most are simple automatons.
Constructed Nature. An animated object doesn't require air, food, drink, or sleep
Monsters
Icewind Dale: Rime of the Frostmaiden
grasp of language beyond that understanding, and can't be reasoned with or tricked with words.
Constructed Nature. A golem doesn't require air, food, drink, or sleep.Fire, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Magic Items
Waterdeep: Dungeon of the Mad Mage
10 feet. If an effect requires a target and no eligible target is within range, nothing happens. Spells cast by the dodecahedron require no components. Roll a d12 and consult the following
cover against the attack.
7–8
The dodecahedron casts shocking grasp (+5 to hit) on the next creature that touches it.
9–10
The dodecahedron casts
Backgrounds
Baldur’s Gate: Descent into Avernus
innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of
: the Upper City, the Lower City, or the Outer City. This is the district where you conduct most of your business. Whenever you need information about something in one of that district’s
Orcus
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
Wand of Orcus. The wand has 7 charges, and any of its properties that require a saving throw have a save DC of 18. While holding it, Orcus can use an action to cast animate dead, blight, or speak
disappear or until Orcus releases their grasp (no action required).
Regional Effects
The region containing Orcus’s lair is warped by the Orcus’s magic, creating one or more of the following
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of which require charges; the wand has 7 charges to fuel these spells, and it regains 1d4 + 3;{"diceNotation":"1d4 + 3", "rollType":"roll", "rollAction":"Charges regained"} charges daily at dawn:
At
kill. Orcus needn’t see the creature, but he must be aware that the individual is in the lair.
Grasp of the Dead. Orcus causes skeletal arms to rise from an area on the ground in a 20-foot square
Monsters
Mordenkainen Presents: Monsters of the Multiverse
hands become bulky, flipper-like appendages able to grasp the seer’s strange staff formed of a blend of flesh, bone, and star stuff.
A star spawn seer is almost always accompanied by one or more
aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil Blessings
Disciples of certain Elder Evils can bestow supernatural gifts on those
Backgrounds
Guildmasters’ Guide to Ravnica
Spells
Cantrip
produce flame, shocking grasp
1st
chaos bolt, create or destroy water, unseen servant
2nd
heat metal, rope trick
3rd
call lightning,
.
Izzet Contacts
d8
Contact
1
An older relative is a member of the guild’s board of directors.
2
I know a sprite who carries important messages among the guild’s
monsters
Black Goat of the Woods engage in primal rituals that require gratuitous bloodletting and fleshy offerings. In return, the dark young heed their call. They provide a cult with brute force, smashing its
its lair grow thick and verdant, creating natural barriers to dissuade explorers and intruders. Cultists learn the hidden paths that crisscross the area, allowing them to move in relative ease while
monsters
.
Noxious Heralds. The dark young are the first of Shub-Niggurath’s servitors to contact a cult. Those who worship the Black Goat of the Woods engage in primal rituals that require gratuitous
and intruders. Cultists learn the hidden paths that crisscross the area, allowing them to move in relative ease while intruders struggle. Animals become overly aggressive and vicious, attacking non
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
the fortress via the plane shift spell. Doing so might first require characters to spy on the hold’s activities. Avoiding Confrontation. Vrakir is a powerful adversary. The characters are best off avoiding a confrontation with him, at least until the Book of Vile Darkness is out of his grasp.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
the fortress via the plane shift spell. Doing so might first require characters to spy on the hold’s activities. Avoiding Confrontation. Vrakir is a powerful adversary. The characters are best off avoiding a confrontation with him, at least until the Book of Vile Darkness is out of his grasp.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
automatons. Constructed Nature. An animated object doesn’t require air, food, drink, or sleep. The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object
. Imagine my surprise when the blade flew from his bony grasp!
Still got the scar.”
— Levity Quickstitch,
halfling rogue
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
automatons. Constructed Nature. An animated object doesn’t require air, food, drink, or sleep. The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object
. Imagine my surprise when the blade flew from his bony grasp!
Still got the scar.”
— Levity Quickstitch,
halfling rogue
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the DM might require you to find a buyer in a large town or larger community first. Trade
Goods. On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods — bars of iron, bags of salt, livestock, and so on — retain their full value in the market and can be used as currency.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the DM might require you to find a buyer in a large town or larger community first. Trade
Goods. On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods — bars of iron, bags of salt, livestock, and so on — retain their full value in the market and can be used as currency.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
this ship require only one crew member to use them, pushing the button or lever that activates them. Ever-Full Sails These billowing sails are woven from cloud-stuff drawn from the Elemental Plane of
Air. Wind whips and whistles around them, allowing a ship to move with a speed of 60 feet regardless of direction relative to the wind. Defiant Sails These sails glitter with a fine coat of mithral
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
this ship require only one crew member to use them, pushing the button or lever that activates them. Ever-Full Sails These billowing sails are woven from cloud-stuff drawn from the Elemental Plane of
Air. Wind whips and whistles around them, allowing a ship to move with a speed of 60 feet regardless of direction relative to the wind. Defiant Sails These sails glitter with a fine coat of mithral
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
otherwise irritate the korreds, Argantle and Jagu emerge from their megaliths and attack the characters for their insolence. Otherwise, the rule of hospitality (see “Rules of Conduct” in chapter 2
has instructed her fellow korreds to ensconce themselves in stone, thus remaining in relative safety for the foreseeable future. Bitter End used iron shears to cut off locks of Argantle’s hair. The
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
otherwise irritate the korreds, Argantle and Jagu emerge from their megaliths and attack the characters for their insolence. Otherwise, the rule of hospitality (see “Rules of Conduct” in chapter 2
has instructed her fellow korreds to ensconce themselves in stone, thus remaining in relative safety for the foreseeable future. Bitter End used iron shears to cut off locks of Argantle’s hair. The
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
given conflicting orders sometimes alternates between them. A golem can’t think or act for itself. Though it understands its commands perfectly, it has no grasp of language beyond that understanding, and
can’t be reasoned with or tricked with words. Constructed Nature. A golem doesn’t require air, food, drink, or sleep.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
makes them look like flesh-and-blood people, and the constructs conduct themselves as convincingly real humanoids who are simply living their lives in Wisteria Vale. Detect magic spells do not reveal
doesn’t require air, food, drink, or sleep, and it gains no benefit from finishing a short or long rest. When it drops to 0 hit points, it becomes a lifeless object.
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
makes them look like flesh-and-blood people, and the constructs conduct themselves as convincingly real humanoids who are simply living their lives in Wisteria Vale. Detect magic spells do not reveal
doesn’t require air, food, drink, or sleep, and it gains no benefit from finishing a short or long rest. When it drops to 0 hit points, it becomes a lifeless object.
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
given conflicting orders sometimes alternates between them. A golem can’t think or act for itself. Though it understands its commands perfectly, it has no grasp of language beyond that understanding, and
can’t be reasoned with or tricked with words. Constructed Nature. A golem doesn’t require air, food, drink, or sleep.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
cooperate on the battlefield.
Strategic Thinkers. Hobgoblins have a strong grasp of tactics and discipline, and can carry out sophisticated battle plans under the direction of a strategically minded leader
tire of combat, but they don’t take up arms lightly. Before they attack, hobgoblins conduct thorough reconnaissance to gauge the strengths and weaknesses of their foes. When assaulting a stronghold, they
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
cooperate on the battlefield.
Strategic Thinkers. Hobgoblins have a strong grasp of tactics and discipline, and can carry out sophisticated battle plans under the direction of a strategically minded leader
tire of combat, but they don’t take up arms lightly. Before they attack, hobgoblins conduct thorough reconnaissance to gauge the strengths and weaknesses of their foes. When assaulting a stronghold, they
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the dodecahedron require no components. Roll a d12 and consult the following table to determine the effect: d12 Effect 1–2 The dodecahedron explodes and is destroyed. Each creature within 20 feet of
–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
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
them, typically after being created from other leaders who betrayed their masters. Undead Nature. A skull lord doesn’t require air, food, drink, or sleep. Skull Lord
Medium undead, lawful evil
, 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->The Wild Beyond the Witchlight
horse can serve as a mount for a Medium or smaller creature and can fly only while mounted.
Unusual Nature. The rocking horse doesn’t require air, food, drink, or sleep, and it regains no hit points or
, Elidon intends to honor the rule of reciprocity (see “Rules of Conduct” in chapter 2) and offers to use his magic to aid the characters in the following ways before parting company with them: He can use
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
horse can serve as a mount for a Medium or smaller creature and can fly only while mounted.
Unusual Nature. The rocking horse doesn’t require air, food, drink, or sleep, and it regains no hit points or
, Elidon intends to honor the rule of reciprocity (see “Rules of Conduct” in chapter 2) and offers to use his magic to aid the characters in the following ways before parting company with them: He can use
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
them, typically after being created from other leaders who betrayed their masters. Undead Nature. A skull lord doesn’t require air, food, drink, or sleep. Skull Lord
Medium undead, lawful evil
, 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->Waterdeep: Dungeon of the Mad Mage
the dodecahedron require no components. Roll a d12 and consult the following table to determine the effect: d12 Effect 1–2 The dodecahedron explodes and is destroyed. Each creature within 20 feet of
–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
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
All for One: The Clan So the barman isn’t a relative, and you don’t even know the names of any of the folk here? How can you possibly sleep peacefully in this inn, surrounded by strangers? We’ll be
friendships with people from every spot on the spectrum of roles within the clan. More important, a young noble’s conduct while pursuing a variety of tasks gives the elder nobles a chance to assess the