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Returning 35 results for 'construct remaining grasping to her region'.
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constructed reminding grasping to her religion
constructed reminding grasping to her reason
construct remaining grabbing to her region
construct reminding grasping to her religion
constructed remaining grasping to her religion
Spells
Player’s Handbook
.
Each target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit Points
any remaining damage carries over to that form.
Using a Higher-Level Spell Slot. The creature’s Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot
Spells
Player’s Handbook
saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it
.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the Grappled condition, with an escape DC
Monsters
Monster Manual
, such as manipulating a tool or opening a door or container. 7: Sleep Ray. Wisdom Saving Throw: DC 16 (the target succeeds automatically if it is a Construct or an Undead). Failure: The target has the
in the Underdark or in lairs created for them by their servants.
The region containing a beholder’s lair is twisted by its presence, creating the following effects:
Scopophobia. Creatures
Monsters
Monster Manual
control on objects with this ray, such as manipulating a tool or opening a door or container.
Sleep Ray. Wisdom Saving Throw: DC 17 (the target succeeds automatically if it is a Construct or an Undead
region containing a death tyrant’s lair is warped by its presence, creating the following effects:
Negative Energy Suffusion. Whenever a creature within 1 mile of the lair regains Hit Points from
Monsters
Monster Manual
create sanctuaries apart from the living, whether hidden in cosmopolitan cities or sequestered in ruins where they dwelled in life.
The region containing a vampire’s lair is warped by its presence
, one creature the vampire can see within 30 feet that isn’t a Construct or an Undead. Failure: 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Sanguine Drain
Spells
Player’s Handbook
consequences for a whole community, region, or world, you are likely to attract powerful foes. If your wish would affect a god, the god’s divine servants might instantly intervene to prevent it or to
for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Wish ever again if you suffer this stress.
Monsters
Icewind Dale: Rime of the Frostmaiden
.
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
grapple ends, the target takes 15 (2d6 + 8);{"diceNotation":"2d6+8","rollType":"damage","rollAction":"Grasping Hand","rollDamageType":"bludgeoning"} bludgeoning damage at the start of each of its turns
Equipment
the device gives the device 3 charges.
As an action while holding this device, you can expend 1 of its charges to cause one of the following effects:
Control. One Construct of your choice within 60
feet of you must succeed on a DC 15 Wisdom saving throw or have the charmed condition for 1 minute. While charmed in this way, the Construct obeys your verbal commands, and you and the Construct can
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
"} bludgeoning damage, and the target must succeed on a DC 22 Strength saving throw or have the prone condition.
Grasping Root. Melee Weapon Attack: +14;{"diceNotation":"1d20+14", "rollType":"to hit
Monsters
Mordenkainen Presents: Monsters of the Multiverse
points remaining.
Shortbow. Ranged Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Shortbow"} to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2
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
Monsters
Waterdeep: Dungeon of the Mad Mage
succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain
. When the sword has no charges remaining, it loses this property.
Hellfire Orb (1/Day). The death knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each
Monsters
Quests from the Infinite Staircase
":"damage", "rollAction":"Fortified Pickaxe", "rollDamageType":"force"} force damage. If the target is a Construct or an object, the attack is automatically a critical hit.
Communal Spellcasting (2/Day
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
Monsters
Journeys through the Radiant Citadel
grasping mass of Humanoid limbs, a soul shaker is an obsessive claimer of corpses and collector of body parts. These nightmarish creatures arise from ghoulish collections of severed limbs exposed to
escape, the soul shaker reforms over the course of days and begins hunting once more.PoisonNecroticConsume Vitality. The soul shaker targets a creature it is grappling. If the target is not a Construct or
Monsters
The Book of Many Things
point maximum to 0.
Drink Breath. The breath drinker targets a creature that has the incapacitated condition or that the breath drinker is grappling and that isn’t a Construct or an Undead. The
multiverse from the Far Realm. They drift through reality like living voids, remaining unseen while searching for souls to consume. When they strike, breath drinkers consume a victim’s personality
Monsters
Van Richten’s Guide to Ravenloft
":"recharge","rollAction":"Blood Puppeteering"}. The necrichor targets a creature it can see within 5 feet of it that is missing any of its hit points. If the target isn’t a Construct or an Undead, it
dealt to it (round down), and the target takes the remaining damage. The necrichor can attach to only one creature at a time.
The attached necrichor can telepathically control the target’s move
Monsters
Waterdeep: Dungeon of the Mad Mage
lich often haunts the abode it favored in life, such as a lonely tower, a haunted ruin, or an academy of black magic. Alternatively, some liches construct secret tombs filled with powerful guardians
takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in the lich’s lair.
The lich calls forth the spirits of
Monsters
Curse of Strahd
academy of black magic. Alternatively, some liches construct secret tombs filled with powerful guardians and traps.
Everything about a lich’s lair reflects its keen mind and wicked cunning, including
remaining damage. This tether lasts until initiative count 20 on the next round or until Exethanter or the target is no longer in the Exethanter’s lair.
Exethanter calls forth the spirits of
Monsters
Tomb of Annihilation
a lonely tower, a haunted ruin, or an academy of black magic. Alternatively, some liches construct secret tombs filled with powerful guardians and traps.
Everything about a lich’s lair
damage, the target must make a DC 18 Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until
Monsters
Waterdeep: Dungeon of the Mad Mage
its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.
Regional Effects
The region surrounding a vampire's lair is warped by the creature's
unnatural presence, creating any of the following effects:
There's a noticeable increase in the populations of bats, rats, and wolves in the region.
Plants within 500 feet of the lair wither, and their
Monsters
Princes of the Apocalypse
uses her lair action to cause one of the following effects:
Pools of water in the lair surge outward in a grasping tide. Any creature within 20 feet of such a pool must succeed on a DC 20 Strength
attempts to leave the area, remaining frightened while within it. On a failure, the creature becomes highly aggressive and remains in the area for 24 hours. While in this state, the creature gains advantage
Monsters
Out of the Abyss
initiative count 20 on the next round.
Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder's choice that
disappears.
The beholder can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row.
Regional Effects
A region containing a beholder's lair is warped by
Monsters
Tales from the Yawning Portal
choose to be affected.
Pools of water within 90 feet of the aboleth surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 14 Strength saving
different one.
Regional Effects
The region containing an aboleth’s lair is warped by the creature’s presence, which creates one or more of the following effects:
Underground surfaces within
Baphomet
Legacy
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Monsters
Out of the Abyss
reversed within that room. Any creatures or objects in the room when this happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the
that is no longer in any dimension than 100 feet. The effect ends on the next initiative count 20.
Regional Effects
The region containing Baphomet’s lair is warped by his magic, creating one or
Monsters
Divine Contention
the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull.
A small wooded region near Westbridge hides many old dwarven ruins and the extensive
(losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
Grasping roots and vines erupt in a 20
Monsters
Storm King's Thunder
fly up to half its flying speed.A small wooded region near Westbridge hides many old dwarven ruins and the extensive underground city known as Southkrypt. For centuries, Kryptgarden Forest has been the
effect two rounds in a row:
Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and
Monsters
Princes of the Apocalypse
following effects; the dragon can’t use the same effect two rounds in a row:
Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground
The region containing a legendary black dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
The land within 6 miles of the lair takes
Monsters
Quests from the Infinite Staircase
Plane and transformed it into a Domain of Delight—a region of the Feywild that bows to an archfey’s will. This place became known as the Eternal Garden.
The Gardener abhors bloodshed and
or larger plant within the lair.
Vine Wall. A wall of grasping vines appears on the ground within 120 feet of the Gardener. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it
Backgrounds
Baldur’s Gate: Descent into Avernus
bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them?
What&rsquo
Position of Privilege feature. One of your commoner retainers is replaced by a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood. Your two remaining
Monsters
Mordenkainen Presents: Monsters of the Multiverse
fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the gravity reversal if he’s in the room, although he likes to use this
for 1 minute or until Baphomet takes this lair action again.
Regional Effects
The region containing Baphomet’s lair is warped by his magic, creating one or more of the following effects
Monsters
Fizban's Treasury of Dragons
take in the breathtaking view.A Crystal Dragon’s Lair
Crystal dragons dwell in cold regions, where they construct ice and snow structures reminiscent of castles but open to the sky. Glittering
round.
Regional Effects
The region surrounding a legendary crystal dragon’s lair is altered by the dragon's magic, creating one or more of the following effects:
Clear Skies. The skies above
Monsters
Fizban's Treasury of Dragons
central spire—the highest point in the local landscape—to take in the breathtaking view.A Crystal Dragon’s Lair
Crystal dragons dwell in cold regions, where they construct ice and
the glow around any creature fades on initiative count 20 on the next round.
Regional Effects
The region surrounding a legendary crystal dragon’s lair is altered by the dragon's magic
Magic Items
The Book of Many Things
takes effect. You must draw each card you declared no more than 1 hour after the previous draw. Unless a card states otherwise, if you fail to draw the chosen number, the remaining number of cards fly
02
Balance*
03
Beast
04
Book
05
Bridge
06
Campfire
07
Cavern
08
Celestial
09
Comet*
10
Construct
11
Corpse
12
Crossroads
13
Monsters
Fizban's Treasury of Dragons
hatchery. Visitors might discover an egg or an emerald dragon wyrmling in one of the chambers.
Preserved Vaults. The dragon has left most of the remaining areas of the vaults as they were when their
lizard;giant lizards—to settle and thrive in the region.
Emerald dragons use the features of their lairs to confuse and imperil intruders. They dig additional tunnels that allow them to move
Monsters
Fizban's Treasury of Dragons
of the remaining areas of the vaults as they were when their creators abandoned them, taking great interest in the artifacts and architecture they left behind. Visitors who manage to convince the
awareness and subconsciously luring their favorite food—giant lizard;giant lizards—to settle and thrive in the region.
Emerald dragons use the features of their lairs to confuse and imperil
Vampire Spawn
Legacy
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Monsters
Basic Rules (2014)
of the night.
Regional Effects
The region surrounding a vampire’s lair is warped by the creature’s unnatural presence, creating any of the following effects:
There’s a noticeable
increase in the populations of bats, rats, and wolves in the region.
Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
Shadows cast within 500 feet