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Returning 31 results for 'conjured rulers grasping to her reflections'.
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Monsters
Strixhaven: A Curriculum of Chaos
traditional material components. In battle, they flood their allies with vital essence, healing wounds and soothing ailments. Their foes face the wrath of nature itself, from grasping plants and
conjured poisonous vines to avatars of nature’s wrath.
These professors teach their students to focus on the growth side of the natural cycle of life and death and to avoid wasting resources. They
Monsters
Mordenkainen Presents: Monsters of the Multiverse
and other people who fight for a living, champions are as influential as nobles, and their presence is courted as a sign of status among rulers.
A typical champion bears a coat of arms, heraldry that
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
Entangle
Legacy
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Spells
Basic Rules (2014)
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
A creature
make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Entangle 1st-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute Grasping weeds and vines sprout from the ground in a 20-foot square
or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Entangle 1st-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute Grasping weeds and vines sprout from the ground in a 20-foot square
or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Entangle 1st-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute Grasping weeds and vines sprout from the ground in a 20-foot square
or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Entangle 1st-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute Grasping weeds and vines sprout from the ground in a 20-foot square
or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Buried Ziggurat Regardless of what brings the characters to the desert, the adventure begins when they happen on a dilapidated ziggurat. This impressive monument honors the last and greatest rulers
child entwined in a pair of snakes; and a stoic woman grasping a sword and a sheaf of wheat.
On the south side of the ziggurat, a ramp with stairs ascends to the monument’s highest tier.
The
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Buried Ziggurat Regardless of what brings the characters to the desert, the adventure begins when they happen on a dilapidated ziggurat. This impressive monument honors the last and greatest rulers
child entwined in a pair of snakes; and a stoic woman grasping a sword and a sheaf of wheat.
On the south side of the ziggurat, a ramp with stairs ascends to the monument’s highest tier.
The
Compendium
- Sources->Dungeons & Dragons->Monster Manual
their territories, whether such places are Abyssal wildernesses or locations where these demons have been conjured by wicked magic-users. Barlguras litter their territories with fiendish icons and
brute force isn’t enough to overwhelm their foes, barlguras can use demonic magic to conjure terrifying illusions and grasping vines. Most barlguras resemble nightmarish apes, and some bear exaggerated
Compendium
- Sources->Dungeons & Dragons->Monster Manual
their territories, whether such places are Abyssal wildernesses or locations where these demons have been conjured by wicked magic-users. Barlguras litter their territories with fiendish icons and
brute force isn’t enough to overwhelm their foes, barlguras can use demonic magic to conjure terrifying illusions and grasping vines. Most barlguras resemble nightmarish apes, and some bear exaggerated
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
nobles, and their presence is courted as a sign of status among rulers. A typical champion bears a coat of arms, heraldry that is associated with the champion far and wide. You may create a coat of arms
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
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
nobles, and their presence is courted as a sign of status among rulers. A typical champion bears a coat of arms, heraldry that is associated with the champion far and wide. You may create a coat of arms
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
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
holding them. Twelve painted figures line each hall, six on the west wall and six on the east wall, directly across from one another. Figures on facing walls are perfect reflections of each other
can flow beyond the confines of the hallways. The water also does not enter either of the hidden alcoves (area 31A), so creatures there are safe from the waves’ effect. The water conjured by the curtain leaks out of the hall through tiny cracks in the floor, leaving puddles behind.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
holding them. Twelve painted figures line each hall, six on the west wall and six on the east wall, directly across from one another. Figures on facing walls are perfect reflections of each other
can flow beyond the confines of the hallways. The water also does not enter either of the hidden alcoves (area 31A), so creatures there are safe from the waves’ effect. The water conjured by the curtain leaks out of the hall through tiny cracks in the floor, leaving puddles behind.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
preens and holds long, complimentary conversations with myriad admiring reflections here. Escape Tunnel. From the sleeping chamber, a concealed escape tunnel leads out through a hollow root before
the attack. Grasping Plants. The faerie dragon causes roots and vines to temporarily grow around it; until initiative count 20 on the next round, the ground within 20 feet of the dragon is difficult
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
preens and holds long, complimentary conversations with myriad admiring reflections here. Escape Tunnel. From the sleeping chamber, a concealed escape tunnel leads out through a hollow root before
the attack. Grasping Plants. The faerie dragon causes roots and vines to temporarily grow around it; until initiative count 20 on the next round, the ground within 20 feet of the dragon is difficult
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
-ti as the rulers of a region. Yuan-ti Abominations Mostly ophidian, but with humanlike arms that can wield weapons and use tools, abominations closely resemble the perfect form that the serpent gods
, charmed or trained beasts, and even undead or conjured minions. Regardless of their nature, all are treated as slaves: no creature that is not a yuan-ti is fit for anything other than menial labor and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
-ti as the rulers of a region. Yuan-ti Abominations Mostly ophidian, but with humanlike arms that can wield weapons and use tools, abominations closely resemble the perfect form that the serpent gods
, charmed or trained beasts, and even undead or conjured minions. Regardless of their nature, all are treated as slaves: no creature that is not a yuan-ti is fit for anything other than menial labor and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Children of the All-Father In an age before human and elf, when all dragons were young, Annam the All-Father put the first giants upon the world. These giants were reflections of his divine offspring
rulers of the world. Giants, therefore, don’t pray to Annam, who refuses to hear them. Instead, they revere his divine children, as well as a host of other hero-deities and godly villains that are minor
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Children of the All-Father In an age before human and elf, when all dragons were young, Annam the All-Father put the first giants upon the world. These giants were reflections of his divine offspring
rulers of the world. Giants, therefore, don’t pray to Annam, who refuses to hear them. Instead, they revere his divine children, as well as a host of other hero-deities and godly villains that are minor
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
government is composed of groups or individuals primarily seeking wealth for themselves, often at the expense of their subjects. The grasping Bandit Kingdoms in the Greyhawk campaign setting are prime
rulers share power, possibly dividing the land into districts or provinces under their control, or jointly ruling together. A group of adventurers who take control of a nation together might form an
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
government is composed of groups or individuals primarily seeking wealth for themselves, often at the expense of their subjects. The grasping Bandit Kingdoms in the Greyhawk campaign setting are prime
rulers share power, possibly dividing the land into districts or provinces under their control, or jointly ruling together. A group of adventurers who take control of a nation together might form an
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
apart. They produce eerie, ghostlike reflections off the water. As you take in the scene, an empty sailboat drifts into view from farther down the hall and makes its way toward you.
The sailboat
there’s no way for the user to know what creature will appear. The creature summoned by a jewel depends on the jewel’s color, as noted in the Conjured Fey table. The jewel vanishes when the creature
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
apart. They produce eerie, ghostlike reflections off the water. As you take in the scene, an empty sailboat drifts into view from farther down the hall and makes its way toward you.
The sailboat
there’s no way for the user to know what creature will appear. The creature summoned by a jewel depends on the jewel’s color, as noted in the Conjured Fey table. The jewel vanishes when the creature
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
room, notices that one of the mirrors near the corner of the room has a shimmer in its reflections. A creature that touches that mirror takes no damage and causes the mirror to turn sideways, revealing
bejeweled necklaces are conjured above it and immediately attack any creatures in the room. On their first turn in combat, the genies target intruders with their phantasmal killer spells, maintaining
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
room, notices that one of the mirrors near the corner of the room has a shimmer in its reflections. A creature that touches that mirror takes no damage and causes the mirror to turn sideways, revealing
bejeweled necklaces are conjured above it and immediately attack any creatures in the room. On their first turn in combat, the genies target intruders with their phantasmal killer spells, maintaining
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
or Spit Rock attacks in any combination and one Grasping Root attack.
Slam. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 33 (4d12 + 7) bludgeoning damage.
Spit Rock. Ranged
Weapon Attack: +14 to hit, range 120 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage, and the target must succeed on a DC 22 Strength saving throw or have the prone condition.
Grasping Root. Melee
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
or Spit Rock attacks in any combination and one Grasping Root attack.
Slam. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 33 (4d12 + 7) bludgeoning damage.
Spit Rock. Ranged
Weapon Attack: +14 to hit, range 120 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage, and the target must succeed on a DC 22 Strength saving throw or have the prone condition.
Grasping Root. Melee
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
and Fierna, joint rulers of the fourth layer of the Nine Hells. A character who succeeds on a DC 20 Intelligence (Religion) check recognizes the archdevils and the plane on which the hall resides. A
etched with leering demon faces. A sinister tome bound with black demon hide rests atop the altar.
Iggwilv once conjured demons and bound them to her service in this soaring cavern. Before she vanished
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
and Fierna, joint rulers of the fourth layer of the Nine Hells. A character who succeeds on a DC 20 Intelligence (Religion) check recognizes the archdevils and the plane on which the hall resides. A
etched with leering demon faces. A sinister tome bound with black demon hide rests atop the altar.
Iggwilv once conjured demons and bound them to her service in this soaring cavern. Before she vanished