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Returning 35 results for 'confusion reason grasping to have reflection'.
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confusing reasons granting to have reflection
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confusion reasons granting to have reflection
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confusion reasoned grasping to have reflections
Monsters
Monster Manual
feet of itself (roll 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Eye Rays"}; reroll if the spectator has already used that ray during this turn):
Confusion Ray. Wisdom Saving Throw: DC
12. Failure: 5 (2d4);{"diceNotation":"2d4", "rollType":"damage", "rollAction":"Confusion Ray", "rollDamageType":"Psychic"} Psychic damage, and the target can’t take Reactions until the end of
Monsters
Van Richten’s Guide to Ravenloft
Pseudopod. The horror’s limb attack deals an extra 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Corrosive Pseudopod","rollDamageType":"acid"} acid damage.
Grasping Tentacle
. The horror’s limb is a grasping tentacle. When the horror hits a creature with this limb, the creature is also grappled (escape DC 16). The limb can have only one creature grappled at a time
Monsters
Van Richten’s Guide to Ravenloft
","rollType":"damage","rollAction":"Corrosive Pseudopod","rollDamageType":"acid"} acid damage.
Grasping Tentacle. The horror’s limb is a grasping tentacle. When the horror hits a creature with
vaporous visions amid the fog, mysterious eddies in the Mists sometimes gather such evils, forcing them into unique, misshapen bodies untethered from the laws of reason or reality. Such unspeakable
Monsters
Van Richten’s Guide to Ravenloft
.
Corrosive Pseudopod. The horror’s limb attack deals an extra 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Corrosive Pseudopod","rollDamageType":"acid"} acid damage.
Grasping
Tentacle. The horror’s limb is a grasping tentacle. When the horror hits a creature with this limb, the creature is also grappled (escape DC 16). The limb can have only one creature grappled at
Monsters
Van Richten’s Guide to Ravenloft
":"Corrosive Pseudopod","rollDamageType":"acid"} acid damage.
Grasping Tentacle. The horror’s limb is a grasping tentacle. When the horror hits a creature with this limb, the creature is also grappled
eddies in the Mists sometimes gather such evils, forcing them into unique, misshapen bodies untethered from the laws of reason or reality. Such unspeakable horrors might continue to haunt the misty
Monsters
Van Richten’s Guide to Ravenloft
damage.
Grasping Tentacle. The horror’s limb is a grasping tentacle. When the horror hits a creature with this limb, the creature is also grappled (escape DC 16). The limb can have only one creature
, forcing them into unique, misshapen bodies untethered from the laws of reason or reality. Such unspeakable horrors might continue to haunt the misty netherworld between the Domains of Dread, or they
Spectator
Legacy
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Monsters
Basic Rules (2014)
each ray only once on a turn.
Confusion Ray. The target must succeed on a DC 13 Wisdom saving throw, or it can’t take reactions until the end of its next turn. On its turn, the target can
magically creates enough food and water to sustain itself for 24 hours.Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator
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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Blight
Confusion
Conjure Minor Elementals
Conjure Woodland Beings
Control Water
Dominate Beast
Freedom of Movement
Giant Insect
Grasping Vine
Hallucinatory Terrain
Ice Storm
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Blight
Confusion
Conjure Minor Elementals
Conjure Woodland Beings
Control Water
Dominate Beast
Freedom of Movement
Giant Insect
Grasping Vine
Hallucinatory Terrain
Ice Storm
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
magic, science, and reason over religion, mysticism, and superstition. Stars Card Name Represents Master of stars Wizard Mystery and riddles; the unknown; those who crave magical power and great
; sages and prophecy Three of stars Enchanter Inner turmoil that comes from confusion, fear of failure, or false information Four of stars Abjurer Those guided by logic and reasoning; warns of an
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
magic, science, and reason over religion, mysticism, and superstition. Stars Card Name Represents Master of stars Wizard Mystery and riddles; the unknown; those who crave magical power and great
; sages and prophecy Three of stars Enchanter Inner turmoil that comes from confusion, fear of failure, or false information Four of stars Abjurer Those guided by logic and reasoning; warns of an
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn.
Confusion Ray. The target must succeed on a DC 13 Wisdom
and water to sustain itself for 24 hours.
Reactions
Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn.
Confusion Ray. The target must succeed on a DC 13 Wisdom
and water to sustain itself for 24 hours.
Reactions
Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
) piercing damage.
Eye Rays. The spectator uses two of the following eye rays. It can use each ray only once per turn. Each ray targets a creature the spectator can see within 90 feet of it.
Confusion
spectator creates enough food and water to sustain itself for 24 hours.
Reactions
Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell misses it, the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
) piercing damage.
Eye Rays. The spectator uses two of the following eye rays. It can use each ray only once per turn. Each ray targets a creature the spectator can see within 90 feet of it.
Confusion
spectator creates enough food and water to sustain itself for 24 hours.
Reactions
Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell misses it, the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Every fiend spawned from Khyber owes fealty to one of these overlords. In many ways the Lords of Dust are a reflection of the Chamber. Each group is trying to steer the fulfillment of the Prophecy to
to conquer the world already. The reason is that they have no interest in ruling this world; they want to return it to the state of unnatural glory that existed before. Their only interest in humanoids
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Every fiend spawned from Khyber owes fealty to one of these overlords. In many ways the Lords of Dust are a reflection of the Chamber. Each group is trying to steer the fulfillment of the Prophecy to
to conquer the world already. The reason is that they have no interest in ruling this world; they want to return it to the state of unnatural glory that existed before. Their only interest in humanoids
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
— Confusion Enchantment C Conjure Minor Elementals Conjuration C Conjure Woodland Beings Conjuration C Control Water Transmutation C Divination Divination R, M Dominate Beast Enchantment C Fire Shield
Evocation — Fount of Moonlight Evocation C Freedom of Movement Abjuration — Giant Insect Conjuration C Grasping Vine Conjuration C Hallucinatory Terrain Illusion — Ice Storm Evocation — Locate Creature
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
— Confusion Enchantment C Conjure Minor Elementals Conjuration C Conjure Woodland Beings Conjuration C Control Water Transmutation C Divination Divination R, M Dominate Beast Enchantment C Fire Shield
Evocation — Fount of Moonlight Evocation C Freedom of Movement Abjuration — Giant Insect Conjuration C Grasping Vine Conjuration C Hallucinatory Terrain Illusion — Ice Storm Evocation — Locate Creature
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
— Confusion Enchantment C Conjure Minor Elementals Conjuration C Conjure Woodland Beings Conjuration C Control Water Transmutation C Divination Divination R, M Dominate Beast Enchantment C Fire Shield
Evocation — Fount of Moonlight Evocation C Freedom of Movement Abjuration — Giant Insect Conjuration C Grasping Vine Conjuration C Hallucinatory Terrain Illusion — Ice Storm Evocation — Locate Creature
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
— Confusion Enchantment C Conjure Minor Elementals Conjuration C Conjure Woodland Beings Conjuration C Control Water Transmutation C Divination Divination R, M Dominate Beast Enchantment C Fire Shield
Evocation — Fount of Moonlight Evocation C Freedom of Movement Abjuration — Giant Insect Conjuration C Grasping Vine Conjuration C Hallucinatory Terrain Illusion — Ice Storm Evocation — Locate Creature
Compendium
- Sources->Dungeons & Dragons->Monster Manual
itself (roll 1d4; reroll if the spectator has already used that ray during this turn):
Confusion Ray. Wisdom Saving Throw: DC 12. Failure: 5 (2d4) Psychic damage, and the target can’t take Reactions
the end of its next turn. Wounding Ray. Constitution Saving Throw: DC 12. Failure: 16 (3d10) Necrotic damage. Success: Half damage. Reactions
Spell Reflection. Trigger: The spectator succeeds on a
Compendium
- Sources->Dungeons & Dragons->Monster Manual
itself (roll 1d4; reroll if the spectator has already used that ray during this turn):
Confusion Ray. Wisdom Saving Throw: DC 12. Failure: 5 (2d4) Psychic damage, and the target can’t take Reactions
the end of its next turn. Wounding Ray. Constitution Saving Throw: DC 12. Failure: 16 (3d10) Necrotic damage. Success: Half damage. Reactions
Spell Reflection. Trigger: The spectator succeeds on a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
laws of reason or reality. Such unspeakable horrors might continue to haunt the misty netherworld between the Domains of Dread, or they might slink forth into other realms to slake unnameable hungers
, instead of twice.
2 Corrosive Pseudopod. The horror’s limb attack deals an extra 9 (2d8) acid damage.
3 Grasping Tentacle. The horror’s limb is a grasping tentacle. When the horror hits a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
laws of reason or reality. Such unspeakable horrors might continue to haunt the misty netherworld between the Domains of Dread, or they might slink forth into other realms to slake unnameable hungers
, instead of twice.
2 Corrosive Pseudopod. The horror’s limb attack deals an extra 9 (2d8) acid damage.
3 Grasping Tentacle. The horror’s limb is a grasping tentacle. When the horror hits a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn.
Confusion Ray. The target must succeed on a DC
enough food and water to sustain itself for 24 hours.
Reactions
Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn.
Confusion Ray. The target must succeed on a DC
enough food and water to sustain itself for 24 hours.
Reactions
Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Moonstalkers don’t come through this area without good reason. Treasure. Each oil painting is worth 250 gp. 5: Study A moonstone chandelier casts a soft, bluish-white glow over this room’s oaken table and
locket from an admirer. Treasure. Augustus wields a +2 Longsword. He usually takes the sword with him when he leaves the room, but if he’s resting here or has left the sword behind for some reason, it’s
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Moonstalkers don’t come through this area without good reason. Treasure. Each oil painting is worth 250 gp. 5: Study A moonstone chandelier casts a soft, bluish-white glow over this room’s oaken table and
locket from an admirer. Treasure. Augustus wields a +2 Longsword. He usually takes the sword with him when he leaves the room, but if he’s resting here or has left the sword behind for some reason, it’s
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
been shipwrecked and on the brink of drowning when your patron’s grasp offered you a chance at life. Whatever the reason for your pact, the sea and its unknown depths call to you. Entities of the deep
the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8. Grasping Tentacles 10th-level Fathomless feature You learn the spell
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
between the grasping human nobles and the high-minded paladins. Stoneshafts fear the politics of powerful Waterdeep will lead to an assault on Thornhold. They have thus been preparing for siege by
of their defenses. For the same reason, only the Stoneshaft elders know and plan all the details of those defenses, so any single dwarf doesn’t know everything and can’t reveal it. Stoneshafts like
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
been shipwrecked and on the brink of drowning when your patron’s grasp offered you a chance at life. Whatever the reason for your pact, the sea and its unknown depths call to you. Entities of the deep
the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8. Grasping Tentacles 10th-level Fathomless feature You learn the spell
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
between the grasping human nobles and the high-minded paladins. Stoneshafts fear the politics of powerful Waterdeep will lead to an assault on Thornhold. They have thus been preparing for siege by
of their defenses. For the same reason, only the Stoneshaft elders know and plan all the details of those defenses, so any single dwarf doesn’t know everything and can’t reveal it. Stoneshafts like
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
characters do the same, the attackers target them. Only one local holds their ground: a surprised woman named Aunt Dellie (commoner). She clearly recognizes some of the strange farmers and tries to reason
to tend to the wounded. The farmers are known to many in the crowd, prompting confusion over their strange appearance and what caused them to attack. Talk of curses begins to spread. Investigating the