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Returning 35 results for 'conjure reverts grasp to have required'.
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Magic Items
Dungeon Master’s Guide
control and shares your Initiative count, taking its turn immediately after yours.
On your turn, you can mentally command the snake (no action required) if it is within 60 feet of you and you don
for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them.
Spells
Player’s Handbook
You conjure a vine that sprouts from a surface in an unoccupied space that you can see within range. The vine lasts for the duration.
Make a melee spell attack against a creature within 30 feet of
save DC). The vine can grapple only one creature at a time, and you can cause the vine to release a Grappled creature (no action required).
As a Bonus Action on your later turns, you can repeat the
Magic Items
Dungeon Master’s Guide
command word to render it inanimate.
On your turn, you can mentally command the animated broom if it is within 30 feet of you and you don’t have the Incapacitated condition (no action required
Hit Points, it shatters and is destroyed. If the broom reverts to its inanimate form before losing all its Hit Points it regains all of them.
Magic Items
Dungeon Master’s Guide
Crafted and wielded by Orcus, this ghastly wand slips from the demon lord’s grasp from time to time. When it does, it magically appears wherever the demon lord senses an opportunity to achieve
).
Call Undead. While holding the wand, you can take a Magic action to conjure 15 Skeleton;Skeletons and 15 Zombie;Zombies. These Undead magically rise up from the ground or otherwise form in
Spells
Player’s Handbook
You conjure a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you
cast the spell can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is
Magic Items
Acquisitions Incorporated
chaos of the multiverse to serve you. This functions as the conjure celestial spell (no concentration required), except the creature you summon is an aberration of challenge rating 4 or lower. Once you
While attuned to this device, you have a +1 bonus to Charisma saving throws, and you have advantage on Charisma (Intimidation) checks.
Aberrant Ally. You can conjure an aberrant creature from the
Monsters
Guildmasters’ Guide to Ravnica
biomancer has the following wizard spells prepared:
Cantrips (at will): acid splash, light, mending, poison spray, shocking grasp
1st level (4 slots): detect magic, grease, shield
2nd level (3 slots
): 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
Magic Items
The Book of Many Things
1d10 force damage. The item remains in its sword form until it leaves your grasp or you use another bonus action to revert it to its key form.
If you end your attunement to the item while it’s in its sword form, it automatically reverts to its key form.
Monsters
Quests from the Infinite Staircase
incapacitated condition and must have at least one use of Communal Spellcasting remaining, which it must immediately expend to participate (no action required).
Stone Shape (3/Day). The pech casts Stone
Earth to shape stone to its will, but pechs are stronger together than alone. When in groups, pechs can combine their magic to conjure great curtains of stone and infuse creatures with the fortitude of elemental earth.
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
falls to the ground, melds with her new form, or is worn by the new form. Wyllow reverts to her true form if she dies or falls unconscious. Wyllow can revert to her true form using a bonus action on her
Monsters
Tales from the Yawning Portal
form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.
Keen Hearing and Smell. Snarla has advantage on Wisdom (Perception) checks that rely on
"} to hit with spell attacks). She has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, shocking grasp
1st level (4 slots): magic missile, shield, thunderwave
Orcus
Legacy
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Monsters
Out of the Abyss
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
charges). The wand regains 1d4 + 3;{"diceNotation":"1d4+3","rollType":"roll","rollAction":"Wand of Orcus"} charges daily at dawn.
While holding the wand, Orcus can use an action to conjure undead
Monsters
Mordenkainen Presents: Monsters of the Multiverse
);{"diceNotation":"5d8+7", "rollType":"damage", "rollAction":"Necrotic Bolt", "rollDamageType":"necrotic"} necrotic damage.
Conjure Undead (1/Day). While holding the Wand of Orcus, Orcus conjures Undead
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
Icewind Dale: Rime of the Frostmaiden
animals
2nd level (3 slots): animal messenger, moonbeam, pass without trace
3rd level (3 slots): conjure animals, sleet storm, wind wall
4th level (3 slots): hallucinatory terrain, ice storm
5th level
). It reverts to its humanoid form when it dies. The druid’s statistics are the same in each form, except where noted in this stat block.Frost druids are solitary defenders of nature and the
Monsters
Candlekeep Mysteries
disguise self and invisibility at will and has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic
shield, stoneskin*
5th level (3 slots): cone of cold, conjure elemental, scrying, wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind
Monsters
Guildmasters’ Guide to Ravnica
spells prepared:
Cantrips (at will): fire bolt, light, prestidigitation, ray of frost, shocking grasp
1st level (4 slots): detect magic, magic missile, shield, thunderwave, unseen servant
2nd level
, fabricate, polymorph, wall of fire
5th level (2 slots): conjure elemental, wall of force
6th level (1 slot): chain lightning, disintegrate, true seeing
7th level (1 slot): project image, reverse
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,
;elemental weapon, glyph of warding
4th
conjure minor elementals, divination, Otiluke’s resilient sphere
5th
animate objects, conjure elemental
Your spells
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
). Multihued flame surrounds the cultist for 1 minute, until the cultist is incapacitated or dies, or until the cultist extinguishes the flame (no action required). While inflamed, the cultist has telepathy
Lizardfolk Shaman
Legacy
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Monsters
Monster Manual (2014)
flame, thorn whip
1st Level (4 slots): entangle, fog cloud
2nd Level (3 slots): heat metal, spike growth
3rd Level (2 slots): conjure animals (reptiles only), plant growthMultiattack (Lizardfolk
(escape DC 12). Until this grapple ends, the target is restrained, and the lizardfolk can’t bite another target. If the lizardfolk reverts to its true form, the grapple ends.
Claws (Lizardfolk
Monsters
Locathah Rising
person, lesser restoration, moonbeam3rd level (3 slots): conjure animals, dispel magic, water breathing4th level (3 slots): charm monster, freedom of movement5th level (2 slots): greater restoration
, mass cure wounds6th level (1 slot): conjure feyBalm of the Summer Court (12d6). (As a Bonus Action) Amble can choose one creature they can see within 120 feet of them and spend up to 6d6
Hobgoblin Devastator
Legacy
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Monsters
Volo's Guide to Monsters
make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw.
Spellcasting. The hobgoblin is a 7th-level
wizard spells prepared:
Cantrips (at will): acid splash, fire bolt, ray of frost, shocking grasp
1st level (4 slots): fog cloud, magic missile, thunderwave
2nd level (3 slots): gust of wind, Melf's
Archdruid
Legacy
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Monsters
Volo's Guide to Monsters
animals
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
form. The archdruid reverts to its true form if it dies or falls unconscious. The archdruid can revert to its true form using a bonus action on its turn.
While in a new form, the archdruid retains its
Drow Arachnomancer
Legacy
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Monsters
Mordenkainen’s Tome of Foes
melds into the giant spider form. It can't activate, use, wield, or otherwise benefit from any of its equipment. It reverts to its humanoid form if it dies.
Fey Ancestry. The drow has advantage on
long rest. It knows the following warlock spells:
Cantrips (at will): chill touch, eldritch blast, mage hand, poison spray
1st–5th level (3 5th-level slots): conjure animals (spiders only), crown of
Morkoth
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
grasp
1st level (4 slots): detect magic, identify, shield, witch bolt
2nd level (3 slots): darkness, detect thoughts, shatter
3rd level (3 slots): dispel magic, lightning bolt, sending
4th level (3 slots
it takes damage.
With a thought (no action required), the morkoth can initiate a change in the water within its lair that takes effect 1 minute later. The water can be as breathable and clear as air
Wand of Orcus
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
Plane in the stasis of undeath. Orcus allows the wand to slip from his grasp from time to time. When it does, it magically appears wherever its master senses an opportunity to achieve some fell goal
spells using 2 fewer charges (minimum of 0).
Call Undead. While you are holding the wand, you can use an action to conjure skeleton;skeletons and zombie;zombies, calling forth as many of them as you
Compendium
- Sources->Dungeons & Dragons->Misplaced Monsters: Volume One
uses her horn to conjure magical bubbles Dandylion 6 Friendly lion and expert farmer that sprouts seedpods from the tip of its tail Rain 5 Fire-winged feline who plays in the clouds and wields rainbow
magic Scrapper 8 Junkyard guardian that uses great strength and electrified wires to grasp its enemies Seth 10 Super-fast, shapechanging dragon who becomes invisible when submerged in water Sheldon 7 Big, blue dragon who hangs out in Wildspace and hoards yummy blueberries
Compendium
- Sources->Dungeons & Dragons->Misplaced Monsters: Volume One
uses her horn to conjure magical bubbles Dandylion 6 Friendly lion and expert farmer that sprouts seedpods from the tip of its tail Rain 5 Fire-winged feline who plays in the clouds and wields rainbow
magic Scrapper 8 Junkyard guardian that uses great strength and electrified wires to grasp its enemies Seth 10 Super-fast, shapechanging dragon who becomes invisible when submerged in water Sheldon 7 Big, blue dragon who hangs out in Wildspace and hoards yummy blueberries
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Ally. You can conjure an aberrant creature from the chaos of the multiverse to serve you. This functions as the conjure celestial spell (no concentration required), except the creature you summon is
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Ally. You can conjure an aberrant creature from the chaos of the multiverse to serve you. This functions as the conjure celestial spell (no concentration required), except the creature you summon is
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
action required) if it is within 60 feet of you and you don’t have the Incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general
, and you can’t use the staff’s property again for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
2nd level (3 slots): darkvision, hold person, lesser restoration, moonbeam
3rd level (3 slots): conjure animals, dispel magic, water breathing
4th level (3 slots): charm monster, freedom of
movement
5th level (2 slots): greater restoration, mass cure wounds
6th level (1 slot): conjure fey
Actions
Change Shape (2/Day). Amble magically polymorphs into a beast with a challenge rating of 1
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
2nd level (3 slots): darkvision, hold person, lesser restoration, moonbeam
3rd level (3 slots): conjure animals, dispel magic, water breathing
4th level (3 slots): charm monster, freedom of
movement
5th level (2 slots): greater restoration, mass cure wounds
6th level (1 slot): conjure fey
Actions
Change Shape (2/Day). Amble magically polymorphs into a beast with a challenge rating of 1
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
action required) if it is within 60 feet of you and you don’t have the Incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general
, and you can’t use the staff’s property again for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
action required) if it is within 60 feet of you and you don’t have the Incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general
, and you can’t use the staff’s property again for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
action required) if it is within 60 feet of you and you don’t have the Incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general
, and you can’t use the staff’s property again for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them.