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Returning 35 results for 'conjure reach grasping to her remain'.
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conjured reach grasping to her remain
conjure reach grasping to her remains
consume reach grappling to her remain
consume reach gnashing to her remain
consume reach grasping to her remain
Monsters
Monster Manual
Temporary Hit Points.Swarm of Grasping Hands. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Swarm of Grasping Hands"}, reach 5 ft. Hit: 20 (4d8 + 2
);{"diceNotation":"4d8+2", "rollType":"damage", "rollAction":"Swarm of Grasping Hands", "rollDamageType":"Necrotic"} Necrotic damage, or 11 (2d8 + 2);{"diceNotation":"2d8+2", "rollType":"damage", "rollAction":"Swarm
Monsters
Monster Manual
Multiattack. The blight makes two Branch attacks and uses Grasping Root.
Branch. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Branch"}, reach 15 ft. Hit: 16
(3d6 + 6);{"diceNotation":"3d6+6", "rollType":"damage", "rollAction":"Branch", "rollDamageType":"Bludgeoning"} Bludgeoning damage.
Grasping Root. Strength Saving Throw: DC 17, one Large or smaller
Monsters
Monster Manual
;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Pincer Staff"}, reach 10 ft. Hit: 9 (2d6 + 2);{"diceNotation":"2d6+2", "rollType":"damage", "rollAction":"Pincer Staff", "rollDamageType
":"Piercing"} Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12). Until the grapple ends, the kuo-toa can’t make Pincer Staff attacks.
Conjure
Monsters
Monster Manual
Hells.
Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects.Multiattack. The devil makes two Chain attacks and uses Conjure Infernal Chain.
Chain. Melee
Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Chain"}, reach 10 ft. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4", "rollType":"damage", "rollAction":"Chain", "rollDamageType
Spells
Player’s Handbook
As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained
creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Magic Items
Dungeon Master’s Guide
attained.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times
Magic Items
Dungeon Master’s Guide
long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons
attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can’t reach the creature to make a melee attack against it.
You can break the curse in the usual
Spells
Player’s Handbook
to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as
up or down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain within the spell’s range.
When the spell ends, the target floats gently to the ground if it is still aloft.
Magic Items
Dungeon Master’s Guide
to Poison damage and Resistance to Fire damage.
Sunder. When you hit an object with the axe, the object takes the maximum amount of damage possible.
Conjure Earth Elemental. While holding the axe
unexpected. You can’t use this property again until 3 days have passed.
Destroying the Axe. The only way to destroy the axe is to melt it down in the Earthheart Forge, where it was created. It must remain in the burning forge for 50 years before it finally succumbs to the fire and is consumed.
Monsters
Monster Manual
":"to hit", "rollAction":"Pseudopod"}, reach 30 ft. Hit: 24 (3d10 + 8);{"diceNotation":"3d10+8", "rollType":"damage", "rollAction":"Pseudopod", "rollDamageType":"Force"} Force damage.
Engulf. The blob
damage to each creature engulfed by it. The blob can’t take this action again until the start of its next turn.
Grasping Glob. The blob uses Restraining Glob. The blob can’t take this action
Magic Items
Dungeon Master’s Guide
of these weapons have faded from the world, their magic lost as family lines have become extinct. Others have vanished with their bearers during great quests. Thus, only a few of these weapons remain
accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade
Magic Items
Dungeon Master’s Guide
;s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot
Magic Items
Dungeon Master’s Guide
you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location
avatar makes a number of Reaping Scythe attacks equal to half the summoner’s Proficiency Bonus (rounded up).
Reaping Scythe. Melee Attack Roll: Automatic hit, reach 5 ft. Hit: 7 (1d8 + 3
Monsters
Mordenkainen Presents: Monsters of the Multiverse
saving throws against spells and other magical effects.Multiattack. The wastrilith makes one Bite attack and two Claw attacks, and it uses Grasping Spout.
Bite. Melee Weapon Attack: +9
;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 10 ft., one target. Hit: 30 (4d12 + 4);{"diceNotation":"4d12+4", "rollType":"damage", "rollAction":"Bite", "rollDamageType
Monsters
Van Richten’s Guide to Ravenloft
, reach 0 ft., one creature in the swarm’s space. Hit: 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Grasping Limbs","rollDamageType":"necrotic"} necrotic damage, and the
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
Monsters
Strixhaven: A Curriculum of Chaos
: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Grasping Limb"} to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction
Magic Resistance. The archivist has advantage on saving throws against spells and other magical effects.Multiattack. The archivist makes two Grasping Limb attacks.
Grasping Limb. Melee Weapon Attack
Monsters
Waterdeep: Dungeon of the Mad Mage
2nd level (3 slots): animal messenger, beast sense, hold person
3rd level (3 slots): conjure animals, meld into stone, water breathing
4th level (3 slots): dominate beast, locate creature, stoneskin
":"to hit","rollAction":"Scimitar"} to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2","rollType":"damage","rollAction":"Scimitar","rollDamageType":"slashing"} slashing damage
Magic Items
Tasha’s Cauldron of Everything
tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Grasping Tendrils. While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils
, which reach for a creature you can see within 15 feet of you. The creature must succeed on a DC 14 Strength saving throw or take 3d6 force damage and be grappled by you. As an action, the creature can
Magic Items
Tales from the Yawning Portal
is broken with remove curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times.
The sixth time you use the cloak, and each time thereafter, you must
make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to 0 hit points, and you can’t willingly return to normal form. If you ever remain
Monsters
Curse of Strahd
Branch attack and one Grasping Root attack.
Branch. Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Branch"} to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6
","rollAction":"Grasping Root"} to hit, reach 15 ft., one creature not grappled by the blight. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target takes 9 (1d6 + 6
Monsters
Acquisitions Incorporated
slots): invisibility, Jim's glowing coin,* scorching ray
3rd level (3 slots): incite greed,* dispel magic, fireball
4th level (3 slots): conjure minor elementals, polymorph
5th level (1 slot): mislead
*New spell introduced in chapter 3Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit
Monsters
Icewind Dale: Rime of the Frostmaiden
. Melee Spell Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Force Fist"} to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8);{"diceNotation":"4d8+8","rollType":"damage","rollAction
.
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
Spelljammer: Adventures in Space
Instant Tools
This charm allows you to magically conjure a set of artisan’s tools, navigator's tools;navigator's tools, or thieves' tools;thieves' tools. The conjured tools appear either in
your hand or somewhere else in your space (your choice). Once used, this charm goes away, but the tools remain.
Chwinga
Chwingas are tiny elemental spirits that adapt easily to any habitable
Monsters
Bigby Presents: Glory of the Giants
in any combination and one Grasping Root attack.
Slam. Melee Weapon Attack: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Slam"} to hit, reach 20 ft., one target. Hit: 33 (4d12
", "rollAction":"Grasping Root"} to hit, reach 30 ft., one creature not grappled by the cradle. Hit: the target has the grappled condition (escape DC 17). Until the grapple ends, the target takes 29 (4d10 + 7
Monsters
Guildmasters’ Guide to Ravnica
sense, flame blade, pass without trace
3rd level (3 slots): conjure animals, dispel magic, plant growth
4th level (3 slots): dominate beast, freedom of movement, wall of fire
5th level (2 slots
): commune with nature, conjure elemental, scrying
6th level (1 slot): transport via plants, wall of thornsQuarterstaff. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction
Monsters
Storm King's Thunder
makes two morningstar attacks.
Morningstar. Melee Weapon Attack: +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Morningstar"} to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8
", "rollAction":"Spellcasting"} to hit with spell attacks):
At will: druidcraft, produce flame
2/day each: animal messenger, barkskin, conjure animals, cure wounds, entangle, speak with plants, thunderwave
1/day each: call lightning, conjure elemental (cast as 1 action), freedom of movement, gust of wind
Monsters
Guildmasters’ Guide to Ravnica
, druidcraft
3/day each: bless, conjure animals, giant insect, moonbeam, plant growth, spike growth, suggestion
1/day each: conjure fey, mass cure wounds
Legendary Resistance (3/Day). If Trostani
step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both
Monsters
Princes of the Apocalypse
puffing on his pipe, Elizar can use an action to cast conjure minor elementals. If he does so, he summons four smoke mephit;smoke mephits. +1 Dagger. Melee or Ranged Weapon Attack: +6;{"diceNotation
":"1d20+6","rollType":"to hit","rollAction":"1 Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType":"damage","rollAction":"1 Dagger","rollDamageType":"piercing"} piercing damage.
Monsters
Princes of the Apocalypse
False Appearance. While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.
Grasping Tendrils. The roper can have up to six tendrils at a time
+7","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4);{"diceNotation":"4d8+4","rollType":"damage","rollAction":"Bite","rollDamageType":"fire"} fire damage
Monsters
Tomb of Annihilation
When reduced to 0 hit points, a skeleton key falls apart, though its skull and bones remain intact.
A skeleton key does not trigger any trap placed in a room or on a door of the tomb.Multiattack. The
Skeleton Key may make two melee weapon attacks as an action.
Dagger. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft., one target. Hit
Monsters
Mordenkainen Presents: Monsters of the Multiverse
: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Bite","rollDamageType
on a DC 14 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on
Monsters
Guildmasters’ Guide to Ravnica
): alter self, darkvision, enlarge/reduce, hold person
3rd level (3 slots): counterspell, dispel magic, haste, protection from energy
4th level (3 slots): confusion, conjure minor elementals
Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Scimitar"} to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2","rollType":"damage","rollAction":"Scimitar
Monsters
Guildmasters’ Guide to Ravnica
: bless, conjure animals
Speak with Beasts. The horncaller can communicate with beasts as if they shared a language.Multiattack. The horncaller makes two melee attacks with its staff and uses One with the
Worldsoul.
Staff. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Staff"} to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1","rollType
Monsters
Mordenkainen Presents: Monsters of the Multiverse
and one Claw attack.
Bite. Melee Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4);{"diceNotation":"1d8+4
damage.
Claw. Melee Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4);{"diceNotation":"4d6+4", "rollType":"damage
Monsters
Ghosts of Saltmarsh
(4 slots): animal friendship, cure wounds, detect poison and disease, ray of sickness
2nd level (3 slots): lesser restoration, protection from poison, web
3rd level (3 slots): conjure animals (2
hit","rollAction":"Scourge"} to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2","rollType":"damage","rollAction":"Scourge","rollDamageType":"piercing"} piercing damage plus 17