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Returning 30 results for 'conquest reminding grasp to have require'.
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conquest remaining 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
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
Orcus
Legacy
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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
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->Mordenkainen's Tome of Foes
Cult of Zariel Goals: Conquest, glory in battle, fame and fortune derived from military victory Typical Cultist: Berserker, cult fanatic, cultist, gladiator, guard, knight, veteran Signature Spells
their might, most devils are effectively trapped in the Nine Hells. While other planar creatures use magic to move between planes, devils require either a portal they can physically walk through or a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
statue of a cloaked female dwarf, her face half hidden under a cowl. In one outstretched hand, she holds an alien skull, yellowed with age. The statue depicts Deep Duerra, the duergar god of conquest
spell or similar magic reveals its magical properties. A creature with the skull in its possession is invisible to mind flayers, as is anything the creature is wearing or carrying. The skull crumbles to dust and is destroyed 1d10 days after leaving the statue’s grasp.
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->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->Monsters of the Multiverse
throws against any effect that turns Undead.
Actions
Multiattack. The alhoon makes two Chilling Grasp or Arcane Bolt attacks.
Chilling Grasp. Melee Spell Attack: +8 to hit, reach 5 ft., one target
solution is paradoxical. Take alhoons. They require souls to keep from shriveling. I fail to see the appeal.
—Mordenkainen
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, but some require key cards to enter (see the “Key Cards” section). Trim on each door matches the color of the key card needed to open it. Locked doors can’t be bypassed with thieves’ tools, though a
and can grasp a passing handle to be conveyed in either direction. When a drop tube’s antigravity isn’t functioning, the tube is unlit, and its handles are motionless. A creature that enters the tube
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
life in forlorn places, carrying on forgotten through the ages of the world. Undying Hatred. Living creatures remind the specter that life is beyond its grasp. The mere sight of the living overwhelms a
retreat back into the darkness, where they remain until night falls again. Undead Nature. A specter doesn’t require air, food, drink, or sleep. Specter
Medium undead, chaotic evil
Armor Class 12
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
to use humanoids as thralls, since they have a good balance of physical attributes and proper anatomy. Animals, in contrast, require a lot of direct oversight and lack the ability to use tools to help
victims fall into their grasp. Aside from the exceptions discussed above, they tend to see orcs, bugbears, humans, and other similar humanoids as largely interchangeable. Their brains all have a similar taste, and their utility as thralls is roughly equal.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
the following spells (spell save DC 18), some of which require charges; the wand has 7 charges to fuel these spells, and it regains 1d4 + 3 charges daily at dawn:
At will: animate dead (as an action
the lair. His utterance causes one creature of his choice to be subjected to power word kill. Orcus needn’t see the creature, but he must be aware that the individual is in the lair. Grasp of the Dead
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
benefits: Ability Score Increase. Increase an ability score of your choice by 1, to a maximum of 20. Grasp of Avarice. Once per turn, when you damage a creature you can see within 60 feet of yourself, you
feat, you require no material components. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the one chosen when you gained the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
conquest. As each settlement falls, the death tyrant’s zombie forces build to overwhelming numbers. Undead Nature. A death tyrant doesn’t require air, food, drink, or sleep. Death Tyrant
Large undead
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
and gripped by its legs. No one had ever escaped the grasp of the behir, but Bahgtru saw this as the ultimate test of his strength, and laughed at his good fortune. One by one, Bahgtru broke the
behir’s legs, and freed himself from its clutches. The creature’s shrieks became the lightning of the storm, and its broken femur became the symbol of Bahgtru’s followers, reminding them that anything can
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
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 reduced to 0 hit points becomes inanimate and is too
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.
[Tooltip Not Found
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
battle, Meadowleaf calls off the attack. The dryad is too bitter and angry to apologize for any errors in judgment on her part. Reminding her of the rule of hospitality (see “Rules of Conduct” in
whistle to summon the three pixies. This effect functions as a conjure woodland beings spell that summons only the three pixies and doesn’t require concentration. The pixies fly away when the spell ends after 1 hour.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): acid splash,* light, minor illusion, shocking grasp*
1st level (2 slots): detect magic
, disguise self, magic missile*
2nd level (2 slots): invisibility, levitate, phantasmal force
*See “Actions” below.
Actions
Shocking Grasp (Cantrip). Melee Spell Attack: +5 to hit, reach 5 ft., one
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
thing. Yanking the string from Feenia’s grasp releases the goblin child from the pact but also ages her 10 years for every bow that is attached to the kite. The most she can age is 50 years—enough to
Reacts. If the kite takes damage, but not enough to reduce it to 0 hit points, it uses its reaction to yank the string from Feenia’s grasp (causing Feenia to age as described above). On subsequent
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
the environment grasp the target. If a target fails the save by 5 or more, it is restrained instead for that duration. The mimic colony uses the Help action, aiding a creature of its choice within 300
in the background of everything the creature hears for 1 hour, during which the creature has advantage on saving throws against spells. 7 The creature doesn’t require food, drink, or sleep for 1d4 days
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
do so. Portcullises. The gatehouse’s portcullises are so large that they each require two winches to operate, one on the second floor of each adjoining tower, and the two winches must be operated
to hear something other than the same tales of conquest Vrakir’s armies always tell. A character who succeeds on a DC 15 Charisma (Performance) check can command Kalimrax’s rapt attention for up to 1
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
.
Immortal Nature. Aurelia doesn’t require food, drink, or sleep.
Aurelia’s Traits Ideal: “Justice. We must do whatever it takes to establish fair and merciful relationships among Ravnica’s people
grasp
1st level (4 slots): guiding bolt, shield, thunderwave, witch bolt
2nd level (3 slots): blur, levitate
3rd level (2 slots): lightning bolt
Actions
Longsword. Melee Weapon Attack: +5
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Some allow trolls to roam free in rarely used parts of their fortresses, serving as perimeter guards of a sort. Trolls require little maintenance, able to survive on the fire giants’ scraps and on
Frost giants dominate wild creatures both as evidence of their strength and to use them as hunting companions. They don’t, however, have much grasp of animal husbandry, so their “pets” are bullied and
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
double damage to objects and structures.
Actions
Multiattack. The scion makes one Crystal Club attack and two Slam attacks, then uses Entombing Grasp if available. Alternatively, the scion makes two
condition. On a successful save, a creature takes half as much damage only.
Entombing Grasp (Recharge 6). The scion wreathes its hand in petrifying magic and touches one Huge or smaller creature it