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Returning 35 results for 'consult returning grabbing to have range'.
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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
Monsters
Spelljammer: Adventures in Space
":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4);{"diceNotation":"1d4","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage plus 4 (1d8
strongholds, invade Wildspace systems, and indulge in a seven-year-long ceremony called the Feast of Worlds, during which they consume as many sentient life-forms as they can before returning to the Astral
Monsters
Mordenkainen Presents: Monsters of the Multiverse
effect, you can roll percentile dice and consult the Flesh Warping table to determine an additional effect, which vanishes when Warp Creature ends on the creature. If the creature transforms into a manes
whip.
66–70
The target’s entire eyes turn black, and it gains darkvision out to a range of 120 feet.
71–75
The target swells, tripling its weight.
76–80
The
Monsters
Quests from the Infinite Staircase
itself back where it entered the border, returning to the garden.
Eternal Summer. The climate in the garden is a perpetual, lovely summer, but weather conditions reflect the emotional tone of creatures in
the next round (losing initiative ties) to investigate.
Lighting. The sky above the garden is a perpetual twilight range of orange, red, pink, and yellow hues with no visible sun, moon, or stars
Magic Items
The Book of Many Things
*
65
Warrior
66
Well
67–00
Roll again
*Found in the Deck of Many Things as depicted in the Dungeon Master’s Guide
Aberration. You gain telepathy within a range of 90
additional cards to keep, returning the other to the deck. The magic of the card you keep takes effect immediately thereafter.
Tree. Your skin immediately becomes rough, like tree bark. Your base AC now
monsters
":"Necrotic Sword", "rollDamageType":"Necrotic"} Necrotic damage.
Necrotic Bow. Ranged Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Necrotic Bow"}, range 150/600 ft. Hit: 6
Points equal to the Necrotic damage taken.Wights are the withered corpses of relentless warriors whose wickedness sustains them beyond death. After dying and returning from the grave, a wight
Monsters
Infernal Machine Rebuild
","rollDamageType":"slashing"} slashing damage.
Spear. Melee or Ranged Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Spear"} to hit, reach 5 ft. and range 20/60 ft., one target
granted to them by their diabolical masters, and are not meant to be claimed as treasure. If either agent is killed in the course of the adventure, their special equipment vanishes, returning to Bel or Zariel.
Fire
Banishment
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.
If the target is native to the plane
with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is
Wand of Wonder
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
. Roll d100 and consult the following table to discover what happens.
If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in
feet, its range becomes 120 feet if it isn't already. If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the GM randomly
Monsters
Mordenkainen's Fiendish Folio Volume 1
":"damage","rollAction":"Gore","rollDamageType":"piercing"} piercing damage.
Chromatic Ray. Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit"} to hit, range 60 ft., one target. Hit: 3
bound to their fey lord and unable to bargain away their souls. So rather than claim them, Fierna warped and twisted them before returning them to the Feywild, content that the corruption of the satyrs
races
Mordenkainen Presents: Monsters of the Multiverse
winds.
Air genasi’s skin tones include many shades of blue, along with the full range of human skin tones, with bluish or ashen casts. Sometimes their skin is marked by lines that seem like cracks
your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
races
Mordenkainen Presents: Monsters of the Multiverse
feeling of security wherever they go, for even if they visit a far, unknown country, they have a place to lay their heads.
Tortles exhibit the same range of coloration and patterns found among turtles
ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player&rsquo
races
Mordenkainen Presents: Monsters of the Multiverse
were first created by the Lady of Pain to patrol the magical mazes that she uses to trap her foes.
Minotaur horns range in size from about 1 foot long to easily three times that length. Minotaurs often
height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
races
Mordenkainen Presents: Monsters of the Multiverse
range from deep charcoal to shades of red and orange. Some bear skin tones common to humanity but with fiery marks, such as slowly swirling lights under their skin that resemble embers or glowing red
or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
races
Mordenkainen Presents: Monsters of the Multiverse
a scale color more akin to that of a chromatic or a metallic dragon. A kobold’s cry can express a range of emotion: anger, resolve, elation, fear, and more. Regardless of the emotion expressed
that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Rejuvenation trait restores him and the boneless after 1 minute, returning them to the alcove in this area. He wears the sinister armor and demon skull helmet he wore in life, but centuries of rust ensure
they don’t affect his statistics. Dranzorg can be permanently destroyed only if he’s slain by Mara or a creature possessed by Mara. Consult “Tyrant’s Escape” at the end of the adventure for details.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Rejuvenation trait restores him and the boneless after 1 minute, returning them to the alcove in this area. He wears the sinister armor and demon skull helmet he wore in life, but centuries of rust ensure
they don’t affect his statistics. Dranzorg can be permanently destroyed only if he’s slain by Mara or a creature possessed by Mara. Consult “Tyrant’s Escape” at the end of the adventure for details.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
waters, hoping to snare unsuspecting prey by bursting from the water and grabbing their quarry or by skewering victims with deadly harpoons. These hunters then drag land dwellers back to dismal
Poisoned condition until the end of the merrow’s next turn.
Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4 + 4) Slashing damage.
Harpoon. Melee or Ranged Attack Roll: +6, reach 5 ft. or range
Compendium
- Sources->Dungeons & Dragons->Monster Manual
waters, hoping to snare unsuspecting prey by bursting from the water and grabbing their quarry or by skewering victims with deadly harpoons. These hunters then drag land dwellers back to dismal
Poisoned condition until the end of the merrow’s next turn.
Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4 + 4) Slashing damage.
Harpoon. Melee or Ranged Attack Roll: +6, reach 5 ft. or range
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
characters recorded in their mimir during part 2 and whether their reports on the Outlands were accurate, inconsistent, or skewed. Consult the Mimir Restoration Tracker from chapter 4, and choose
. Skewed Data Results Data Skewed X01’s Personality Chaotic Rigid, even for a modron, and insistent that the characters aid it in returning to Mechanus Evil Serene and overly concerned about the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
characters recorded in their mimir during part 2 and whether their reports on the Outlands were accurate, inconsistent, or skewed. Consult the Mimir Restoration Tracker from chapter 4, and choose
. Skewed Data Results Data Skewed X01’s Personality Chaotic Rigid, even for a modron, and insistent that the characters aid it in returning to Mechanus Evil Serene and overly concerned about the
Orc
Legacy
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Species
Volo's Guide to Monsters
they are more interested in grabbing plunder and food rather than in wanton slaughter. The elderly, children, and any who seem weak or meek enough might escape death. If they leave the population more
or less intact, the orcs leave themselves the option of returning to raid the community over and over.
When orcs fight elves, all of that changes. The enmity between the two races cuts to the core
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Banishing Smite 5th-level abjuration Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit a creature with a weapon attack before this
the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Reincarnate Level 5 Necromancy (Druid) Casting Time: 1 hour
Range: Touch
Components: V, S, M (rare oils worth 1,000+ GP, which the spell consumes)
Duration: Instantaneous
You touch a dead
Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the table below to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Banishing Smite 5th-level abjuration Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit a creature with a weapon attack before this
the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
monstrous land of Najara, or scouts from Elturgard keeping watch on yuan-ti activity. Herd Mammals. Packs of goats, antelope, and other herd mammals range across the Serpent Hills. They avoid other
dry wells are all that remain of the many lost settlements of the Serpent Hills. Lizardfolk. Lizardfolk regularly hunt and gather food for their yuan-ti masters, grabbing humanoid settlers along the fringes of the hills when they can.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Reincarnate Level 5 Necromancy (Druid) Casting Time: 1 hour
Range: Touch
Components: V, S, M (rare oils worth 1,000+ GP, which the spell consumes)
Duration: Instantaneous
You touch a dead
Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the table below to
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Reincarnate Level 5 Necromancy (Druid) Casting Time: 1 hour
Range: Touch
Components: V, S, M (rare oils worth 1,000+ GP, which the spell consumes)
Duration: Instantaneous
You touch a dead
Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the table below to
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
monstrous land of Najara, or scouts from Elturgard keeping watch on yuan-ti activity. Herd Mammals. Packs of goats, antelope, and other herd mammals range across the Serpent Hills. They avoid other
dry wells are all that remain of the many lost settlements of the Serpent Hills. Lizardfolk. Lizardfolk regularly hunt and gather food for their yuan-ti masters, grabbing humanoid settlers along the fringes of the hills when they can.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Banishment 4th-level abjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (an item distasteful to the target) Duration: Concentration, up to 1 minute You attempt to send one creature
that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished. If the target is native to the plane of existence you’re on, you banish
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Banishment 4th-level abjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (an item distasteful to the target) Duration: Concentration, up to 1 minute You attempt to send one creature
that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished. If the target is native to the plane of existence you’re on, you banish
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Magic Jar Level 6 Necromancy (Wizard) Casting Time: 1 minute
Range: Self
Components: V, S, M (a gem, crystal, or reliquary worth 500+ GP)
Duration: Until dispelled
Your body falls into a
the container’s space. You can’t move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Magic Jar 6th-level necromancy Casting Time: 1 minute Range: Self Components: V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp) Duration: Until dispelled
surroundings as if you were in the container’s space. You can’t move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Magic Jar Level 6 Necromancy (Wizard) Casting Time: 1 minute
Range: Self
Components: V, S, M (a gem, crystal, or reliquary worth 500+ GP)
Duration: Until dispelled
Your body falls into a
the container’s space. You can’t move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Banishment 4th-level abjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (an item distasteful to the target) Duration: Concentration, up to 1 minute You attempt to send one creature
that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished. If the target is native to the plane of existence you’re on, you banish