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Returning 35 results for 'consulting replacing grasping to have range'.
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Spells
Player’s Handbook
Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.
Each
make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.
Spells
Player’s Handbook
You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of
.
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
Spells
Player’s Handbook
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
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
Magic Items
Eberron: Rising from the Last War
magically forms a copy of the appendage it’s replacing.
While attached, the prosthetic provides these benefits:
The prosthetic is a fully capable part of your body.
You can take an action to remove
1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the prosthetic detaches and flies at the target of the attack, then immediately returns to you and reattaches.
Monsters
Strixhaven: A Curriculum of Chaos
, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d12 + 1);{"diceNotation":"1d12+1", "rollType":"damage", "rollAction":"Magic Flare", "rollDamageType":"force"} force damage.
Spellcasting. The student
begin honing—or even replacing—the magic they learned in their initial year with other skills.
Monsters
Planescape: Adventures in the Multiverse
, range 90 ft., one target. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction":"Flying Brick", "rollDamageType":"bludgeoning"} bludgeoning damage.
Grasping Ground (Recharge 6
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Grasping Ground"}. The dabus causes a 20-foot-square area of ground it can see within 60 feet of itself to sprout clutching appendages made of
Monsters
Baldur’s Gate: Descent into Avernus
":"bludgeoning"} bludgeoning damage.
Claws of the Grave. Ranged Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit"} to hit, range 90 ft., one target. Hit: 8 (2d4 + 3);{"diceNotation":"2d4+3","rollType
spellbooks and other tomes from wizards outside of the cult.
Cult Ranks. A follower of Myrkul wields a flail that has a skull replacing the normal flail’s striking head. Necromite of Myrkul;Necromites
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
":"to hit", "rollAction":"Spit Rock"} to hit, range 120 ft., one target. Hit: 25 (4d8 + 7);{"diceNotation":"4d8+7", "rollType":"damage", "rollAction":"Spit Rock", "rollDamageType":"bludgeoning
Monsters
Eberron: Rising from the Last War
Bolt"} to hit, range 120 ft., one target. Hit: 11 (2d10);{"diceNotation":"2d10","rollType":"damage","rollAction":"Fire Bolt","rollDamageType":"fire"} fire damage. A flammable object hit by this spell
ignites if it isn't being worn or carried.
Chromatic Orb (1/Day). Ranged Spell Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Chromatic Orb"} to hit, range 90 ft., one creature
Monsters
Baldur’s Gate: Descent into Avernus
; Requires a Spell Slot). Ranged Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit"} to hit, range 60 ft., one creature. Hit: 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollDamageType
replacing the normal flail’s striking head. Necromite of Myrkul;Necromites are initiates who have not yet mastered arcane magic and rely on their flails in battle. Skull Lasher of Myrkul;Skull
Magic Items
Out of the Abyss
Lost for ages in the Underdark, Dawnbringer appears to be a gilded longsword hilt. While grasping the hilt, you can use a bonus action to make a blade of pure radiance spring from the hilt, or cause
. It has hearing and darkvision out to a range of 120 feet.
The sword can speak, read, and understand Common, and it can communicate with its wielder telepathically. Its voice is kind and feminine. It
Monsters
Baldur’s Gate: Descent into Avernus
","rollAction":"Chill Touch"} to hit, range 120 ft., one creature. Hit: 13 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Chill Touch","rollDamageType":"necrotic"} necrotic damage, and
.
Ray of Sickness (1st-Level Spell; Requires a Spell Slot). Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Ray of Sickness"} to hit, range 60 ft., one creature. Hit: 9
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
Guildmasters’ Guide to Ravnica
: druidcraft
3/day each: dispel magic, entangle, plant growth, spike growth
1/day each: moonbeam, grasping vine, wall of thorns
Magic Resistance. The dryad has advantage on saving throws against spells and
a success.
Longbow. Ranged Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Longbow"} to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4);{"diceNotation":"1d8+4
Monsters
Candlekeep Mysteries
;t grab another creature.
Trident. Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Trident"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5
"} piercing damage if the grippli had advantage on the attack roll.
Shortbow. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Shortbow"} to hit, range 80/320 ft
Monsters
Out of the Abyss
eye ray.A Beholder's Lair
A beholder's central lair is typically a large, spacious cavern with high ceilings, where it can attack without fear of closing to melee range. A beholder encountered in its
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
Magic Items
Baldur’s Gate: Descent into Avernus
creature that is transformed by magic, and see into the Ethereal Plane, all within a range of 60 feet.
New Personality. You gain new personality traits, determined by rolling once on each of the
. The Sword of Zariel is a sentient, lawful good item with an Intelligence of 10, a Wisdom of 20, and a Charisma of 18. It has hearing and normal vision out to a range of 30 feet.
The sword communicates
Monsters
Princes of the Apocalypse
":"1d20+12","rollType":"to hit","rollAction":"Water Jet"} to hit, range 120 ft., one target. Hit: 21 (6d6);{"diceNotation":"6d6","rollType":"damage","rollAction":"Water Jet","rollDamageType":"bludgeoning
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
Monsters
Waterdeep: Dungeon of the Mad Mage
attack.
Dwarven Thrower. Melee or Ranged Weapon Attack: +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Dwarven Thrower"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (1d8
vampire's lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.
If the vampire is destroyed, these effects end after 2d6;{"diceNotation":"2d6","rollType":"roll"} days.Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Quests from the Infinite Staircase
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
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
Monsters
Fizban's Treasury of Dragons
godhood, perhaps recreating or replacing Sardior.
Connected Creatures
Amethyst dragons are generally aloof creatures, dwelling in isolation for long periods of time and rarely cultivating
. The dragon telepathically whispers to one creature within range of the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative
Monsters
Fizban's Treasury of Dragons
. They all hope to ascend to godhood, perhaps recreating or replacing Sardior.
Connected Creatures
Amethyst dragons are generally aloof creatures, dwelling in isolation for long periods of time
take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row:
Beguiling Whisper. The dragon telepathically whispers to one creature within range of
Entangle
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
monsters
", "rollAction":"Claw", "rollDamageType":"Slashing"} Slashing damage.
Needle. Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Needle"}, range 40/160 ft. Hit: 5 (1d4
different creature called a dreshkan. Creating a dreshkan involves replacing the morlock’s bones with a metal skeleton. This new skeleton is often heavily augmented, such as with spiderlike limbs
Arcane Hand
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the
hand moves with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the
Bigby's Hand
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the
hand moves with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the
spells
You create a pair of grasping hands made from invisible force. Make a ranged spell attack against a creature you can see within range. On a hit, the creature has the Restrained condition and can
Beholder
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
closing to melee range. A beholder encountered in its lair has a challenge rating of 14 (11,500 XP).
Lair Actions
When fighting inside its lair, a beholder can invoke the ambient magic to take lair
beholder becomes slimy; that area is difficult terrain until initiative count 20 on the next round.
Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Entangle Level 1 Conjuration (Druid, Ranger) Casting Time: Action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
Grasping plants sprout from the ground in a 20-foot
square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends. Each creature (other than you) in the area when you cast the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Entangle Level 1 Conjuration (Druid, Ranger) Casting Time: Action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
Grasping plants sprout from the ground in a 20-foot
square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends. Each creature (other than you) in the area when you cast the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Entangle Level 1 Conjuration (Druid, Ranger) Casting Time: Action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
Grasping plants sprout from the ground in a 20-foot
square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends. Each creature (other than you) in the area when you cast the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
item, you must attach it to your arm at the wrist, elbow, or shoulder, at which point the prosthetic magically forms a copy of the appendage it’s replacing. While attached, the prosthetic provides
will. The prosthetic is a magic melee weapon with which you’re proficient. It deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet
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
starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
item, you must attach it to your arm at the wrist, elbow, or shoulder, at which point the prosthetic magically forms a copy of the appendage it’s replacing. While attached, the prosthetic provides
will. The prosthetic is a magic melee weapon with which you’re proficient. It deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Grasping Vine 4th-level conjuration Casting Time: 1 bonus action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute You conjure a vine that sprouts from the ground in an
unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on