Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'consulting radius grappling to have repeats'.
Other Suggestions:
consuming radius grasping to have reverts
consulting radius grasping to have reverts
consuming radius grasping to have repeat
consulting radius grasping to have repeat
consulting radius grasping to have repeats
Spells
Player’s Handbook
behavior.
At the end of each of its turns, an affected target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. The Sphere’s radius increases by 5 feet for each spell slot level above 4.
Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can’t take Bonus Actions or Reactions and must roll
Magic Items
Dungeon Master’s Guide
Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you take a Bonus Action to repeat the command word or until you use another
DC 15 Constitution saving throw or have the Blinded condition for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success.
Third Command
Monsters
Monster Manual
has the Prone condition.
Create Whirlwind. The djinni conjures a whirlwind at a point it can see within 120 feet. The whirlwind fills a 20-foot-radius, 60-foot-high Cylinder centered on that point. The
", "rollType":"damage", "rollAction":"whirlwind", "rollDamageType":"Thunder"} Thunder damage. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success
Magic Items
Dungeon Master’s Guide
1d6 Psychic damage.
36–40
Heavy rain falls for 1 minute in a 120-foot-high, 60-foot-radius Cylinder centered on the chosen point of origin. During that time, the area of effect is Lightly
Obscured.
41–45
A cloud of 600 oversized butterflies fills a 60-foot-high, 30-foot-radius Cylinder centered on the chosen point of origin. The butterflies remain for 10 minutes, during which
Magic Items
Dungeon Master’s Guide
. The flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet, and the blade functions as a magic Longsword or Shortsword (your choice) that deals an extra 2d6 Fire damage
with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the
Monsters
Spelljammer: Adventures in Space
whispers in a 60-foot-radius sphere centered on itself. Each creature in the sphere that isn’t an Aberration must make a DC 21 Wisdom saving throw, taking 33 (6d10);{"diceNotation":"6d10","rollType
.
Crushing Tentacle. The horror crushes one creature it is grappling. The grappled creature must make a DC 22 Constitution saving throw, taking 18 (3d6 + 8);{"diceNotation":"3d6+8","rollType":"damage
Spells
Elemental Evil Player's Companion
save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the
target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished by nonmagical means.
If damage from this spell kills a target, the target is turned to ash.
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
ability check. This trait doesn’t function if the mastermind is grappling creatures in both of its clockwork claws.Multiattack. The mastermind makes two Clockwork Claw attacks. The mastermind can
;s next turn.
Phasmoball. The mastermind launches this gadget to a point the mastermind can see within 30 feet of itself, where the gadget unleashes a cloud of mind-warping gases in a 10-foot-radius
Monsters
Van Richten’s Guide to Ravenloft
mind flayer targets one creature it is grappling. The target must succeed on a DC 15 Wisdom saving throw or take 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Drink Sapience
, PsychicDisrupt Psyche (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Disrupt Psyche"}. The mind flayer magically emits psionic energy in a 30-foot-radius sphere centered on
Monsters
Princes of the Apocalypse
the target is grappled (escape DC 19). Olhydra can grapple up to four targets. When Olhydra moves, all creatures she is grappling move with her.
Water Jet. Ranged Weapon Attack: +12;{"diceNotation
start of her turn.
Crush. One creature that Olhydra is grappling is crushed for 21 (3d10 + 5);{"diceNotation":"3d10+5","rollType":"damage","rollDamageType":"bludgeoning"} bludgeoning damage.
Fling
Monsters
Fizban's Treasury of Dragons
below as legendary actions.
Hurl Through Avernus (Costs 2 Actions). The aspect targets a creature she is grappling. The creature must succeed on a DC 25 Charisma saving throw or take 44 (8d10
the aspect’s choice in a 60-foot-radius sphere centered on her must make a DC 27 Dexterity saving throw. On a failed save, the creature takes 39 (6d12) damage of a type chosen by the aspect: acid
Monsters
Quests from the Infinite Staircase
at its full speed while dragging creatures it is grappling.
Bite. Melee Weapon Attack: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 19
);{"diceNotation":"2d8+6", "rollType":"damage", "rollAction":"Gore", "rollDamageType":"force"} force damage, and a 10-foot-radius invisible sphere of antimagic, like that created by an Antimagic Field spell
monsters
":"2d4", "rollType":"damage", "rollAction":"Thorns", "rollDamageType":"Piercing"} Piercing damage to any creature it is grappling or any creature grappling it.Multiattack. The woodwarped makes two Claw
":"Thorn Spray", "rollDamageType":"Piercing"} Piercing damage, and the target has the Poisoned condition. At the end of each of its turns, the target repeats the save, ending the effect on itself on a
monsters
":"4d8", "rollType":"damage", "rollAction":"Spew Blight", "rollDamageType":"Necrotic"} Necrotic damage, and the target has the Poisoned condition. The target repeats the saving throw at the end of each of
this action again until the start of its next turn.
Impale. The beast impales a creature it is grappling on one of its exposed ribs (it can have two creatures impaled at a time). Strength Saving Throw
monsters
end of each of its turns, the creature repeats the save, ending the effect on itself on a success. Success: The target is immune to this dhuthorex’s Frightful Presence for the next 24 hours
5 version), Detect Thoughts, Hypnotic Pattern
Swallow. The dhuthorex makes one Bite attack against a creature they are grappling. If the attack hits, the target is also swallowed, and the
monsters
Storied Form:
Consuming Bite (Great Beast Only). Constitution Saving Throw: DC 17, one creature within 5 feet (with Disadvantage if the reveler is grappling the target). Failure: 36 (8d8);{"diceNotation
0. A Frightened target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Success: Half damage
spells
You summon the eerie song and wailing of lost souls from a point you can see within range. Each creature in a 15-foot-radius Sphere centered there must make a Wisdom saving throw. On a failed save
next turn. A Frightened target repeats the save at the end of each of its turns, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can’t take Bonus Actions or Reactions and must roll 1d10 at the start of
each of its turns to determine its behavior for that turn, consulting the table below. 1d10 Behavior for the Turn 1 The target doesn’t take an action, and it uses all its movement to move. Roll 1d4
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can’t take Bonus Actions or Reactions and must roll 1d10 at the start of
each of its turns to determine its behavior for that turn, consulting the table below. 1d10 Behavior for the Turn 1 The target doesn’t take an action, and it uses all its movement to move. Roll 1d4
monsters
within 150 feet. Dexterity Saving Throw: DC 25, each creature in a 10-foot radius Sphere centered on that point. Failure: 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Thrown
. The titan hurls an object it is holding, a creature it is grappling, or a Large clod of earth to a space within 100 feet. Dexterity Saving Throw: DC 25, each creature in the projectile's space
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can’t take Bonus Actions or Reactions and must roll 1d10 at the start of
each of its turns to determine its behavior for that turn, consulting the table below. 1d10 Behavior for the Turn 1 The target doesn’t take an action, and it uses all its movement to move. Roll 1d4
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
)
Skills Perception +4, Stealth +6
Damage Immunities lightning
Condition Immunities blinded, prone
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 14
Languages Grell
grappling the target, the grell has advantage on attack rolls against it and can’t use this attack against other targets. When the grell moves, any Medium or smaller target it is grappling moves with it.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
)
Skills Perception +4, Stealth +6
Damage Immunities lightning
Condition Immunities blinded, prone
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 14
Languages Grell
grappling the target, the grell has advantage on attack rolls against it and can’t use this attack against other targets. When the grell moves, any Medium or smaller target it is grappling moves with it.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
: First Command Word. The gem sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you take a Bonus Action to repeat the
yourself. The creature must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
: First Command Word. The gem sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you take a Bonus Action to repeat the
yourself. The creature must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
: First Command Word. The gem sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you take a Bonus Action to repeat the
yourself. The creature must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
: First Command Word. The gem sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you take a Bonus Action to repeat the
yourself. The creature must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on
Delerium Chip
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Equipment
1
Gravity breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair, and must move by pushing or pulling against a fixed object or surface within reach (such as a wall
instead of laughing, the creature repeats unfathomable combinations of syllables and words.
3
Time skips a beat. Creatures within 60 feet experience a palpable feeling of vertigo followed by a
Delerium Geode
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Equipment
1
Gravity breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair, and must move by pushing or pulling against a fixed object or surface within reach (such as a wall
instead of laughing, the creature repeats unfathomable combinations of syllables and words.
3
Time skips a beat. Creatures within 60 feet experience a palpable feeling of vertigo followed by a
Delerium Massive Cluster
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Equipment
1
Gravity breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair, and must move by pushing or pulling against a fixed object or surface within reach (such as a wall
instead of laughing, the creature repeats unfathomable combinations of syllables and words.
3
Time skips a beat. Creatures within 60 feet experience a palpable feeling of vertigo followed by a
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
(Recharge 5–6). The horror emits dreadful whispers in a 60-foot-radius sphere centered on itself. Each creature in the sphere that isn’t an Aberration must make a DC 21 Wisdom saving throw, taking 33
creature it is grappling. The grappled creature must make a DC 22 Constitution saving throw, taking 18 (3d6 + 8) force damage on a failed save or half as much damage on a successful one.
Poison Jet