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Returning 35 results for 'contact relatively grabbing to have require'.
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Monsters
Spelljammer: Adventures in Space
scour Wildspace in search of new entities as well, hoping to be the first to contact them.
Some of the secrets learned are so cryptic that they require years of research to decipher, but time is of
/day each: detect magic, invisibility (self only), mage armor (self only), tongues
1/day each: contact other plane (as an action), plane shift, telekinesisGithyanki star seers believe that the stars
Monsters
Spelljammer: Adventures in Space
Flyby. The dragon doesn’t provoke opportunity attack;opportunity attacks when it flies out of an enemy’s reach.
Unusual Nature. The dragon doesn’t require air.Multiattack. The
batter the offending ships to flinders.
Solar dragons are territorial carnivores, and they behave accordingly. A young solar dragon might lay claim to an asteroid belt, where food is relatively
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
Unusual Nature. The parasite doesn’t require air or sleep.Cling. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Cling"} to hit, reach 5 ft., one creature
passes nearby.
A parasite that comes in physical contact with a Humanoid uses its hooks to latch onto it. The parasite can then drain life energy from that creature or use it as transportation. The
Monsters
Candlekeep Mysteries
Unusual Nature. The commoner doesn’t require air, food, drink, or sleep, and it gains no benefit from finishing a short or long rest. When it drops to 0 hit points, it becomes a lifeless
whenever a villager touches a hard surface. The villagers are also cold to the touch, which can be ascertained only through physical contact. A character who succeeds on a DC 15 Wisdom (Insight) check
Monsters
Spelljammer: Adventures in Space
Flyby. The dragon doesn’t provoke opportunity attack;opportunity attacks when it flies out of an enemy’s reach.
Unusual Nature. The dragon doesn’t require air.Multiattack. The
batter the offending ships to flinders.
Solar dragons are territorial carnivores, and they behave accordingly. A young solar dragon might lay claim to an asteroid belt, where food is relatively plentiful
Monsters
Spelljammer: Adventures in Space
structures.
Unusual Nature. The dragon doesn’t require air.Multiattack. The dragon makes one Bite attack and one Tail attack.
Bite. Melee Weapon Attack: +12;{"diceNotation":"1d20+12","rollType
is relatively plentiful, while an ancient solar dragon might consider an entire Wildspace system its hunting ground. They tend to give a wide berth to Humanoid folk, whom they find violent and
Monsters
Spelljammer: Adventures in Space
structures.
Unusual Nature. The dragon doesn’t require air.Multiattack. The dragon makes one Bite attack and one Tail attack.
Bite. Melee Weapon Attack: +16;{"diceNotation":"1d20+16","rollType
food is relatively plentiful, while an ancient solar dragon might consider an entire Wildspace system its hunting ground. They tend to give a wide berth to Humanoid folk, whom they find violent and
Backgrounds
Guildmasters’ Guide to Ravnica
’t be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Simic Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you
abundant connections among the Simic. The guild members live in watery sinkholes called zonots, and their isolation shelters them from much contact with outsiders. Nonetheless, a fair number of Simic
Monsters
Mordenkainen Presents: Monsters of the Multiverse
magical effects.
Unusual Nature. The clockwork doesn’t require air, food, drink, or sleep.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"} to hit
":"damage", "rollAction":"Bite", "rollDamageType":"lightning"} lightning damage.
Lightning Flare (Recharges after a Short or Long Rest). Each creature in contact with the ground within 15 feet of the
Monsters
Icewind Dale: Rime of the Frostmaiden
against spells and other magical effects.
Unusual Nature. Auril doesn’t require air, food, drink, or sleep.Multiattack. Auril attacks twice with her talons.
Talons. Melee Weapon Attack: +7
weak and vulnerable. In her self-inflicted weakened state, Auril is inclined to be cautious and avoid contact with other creatures that can harm her.
Auril’s worshipers know better than to
Monsters
Icewind Dale: Rime of the Frostmaiden
to succeed instead.
Magic Resistance. Auril has advantage on saving throws against spells and other magical effects.
Unusual Nature. Auril doesn’t require air, food, drink, or
to be cautious and avoid contact with other creatures that can harm her.
Auril’s worshipers know better than to disturb her self-imposed isolation. Terrible blizzards have cut off Icewind Dale
Monsters
Icewind Dale: Rime of the Frostmaiden
effects.
Unusual Nature. Auril doesn’t require air, food, drink, or sleep.Multiattack. Auril attacks twice with her ice morningstar or hurls three ice darts.
Ice Morningstar. Melee Weapon Attack
night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined to be cautious and avoid contact with other creatures
monsters
.
Noxious Heralds. The dark young are the first of Shub-Niggurath’s servitors to contact a cult. Those who worship the Black Goat of the Woods engage in primal rituals that require gratuitous
monsters
’s faith across the woods of the world. Luckily, they are quite rare.
Noxious Heralds. The dark young are the first of Shub-Niggurath’s servitors to contact a cult. Those who worship the
Black Goat of the Woods engage in primal rituals that require gratuitous bloodletting and fleshy offerings. In return, the dark young heed their call. They provide a cult with brute force, smashing its
Kobold
Legacy
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Species
Volo's Guide to Monsters
creatures wouldn’t feel safe.
Kobolds take advantage of their size by creating small-diameter tunnels that they can easily pass through, but that require larger creatures to hunch over or even
’s mother is. This practice and the communal raising of the hatchlings mean that the tribe operates like a group of cousins.
Because they lay eggs, and the eggs don’t require much tending
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
depending on the complexity of the item: DC 10 for a relatively simple item like a calculator or a lighter, or DC 20 for a complex item such as a computer, a chainsaw, or a hovercraft. You may require
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Warlock Warlocks are relatively rare in Greyhawk, but as Iuz has ascended to power, he has begun to offer power directly to those who choose to serve him. Some of the other mysterious powers of Oerth
, most notably Vecna and Tharizdun, also offer pacts to warlocks who dare contact them. Both Iuz and Vecna fit the Undying patron’s role. Iuz, in particular, uses offers of power to corrupt and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Warlock Warlocks are relatively rare in Greyhawk, but as Iuz has ascended to power, he has begun to offer power directly to those who choose to serve him. Some of the other mysterious powers of Oerth
, most notably Vecna and Tharizdun, also offer pacts to warlocks who dare contact them. Both Iuz and Vecna fit the Undying patron’s role. Iuz, in particular, uses offers of power to corrupt and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
depending on the complexity of the item: DC 10 for a relatively simple item like a calculator or a lighter, or DC 20 for a complex item such as a computer, a chainsaw, or a hovercraft. You may require
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Githyanki Star Seer Githyanki star seers believe that the stars are the eyes of the multiverse. They use their magic to contact ancient stellar entities such as Acamar, Caiphon, and Hadar, hoping to
learn their secrets, then record these secrets in journals. They scour Wildspace in search of new entities as well, hoping to be the first to contact them. Some of the secrets learned are so cryptic
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Scaladar Scaladar are constructs created by Trobriand, one of Halaster’s apprentices. They move and attack like giant scorpions, grabbing prey with two large pincer claws and delivering a deadly
scaladar doesn’t require air, food, drink, or sleep. Scaladar
Huge construct, unaligned
Armor Class 19 (natural armor)
Hit Points 94 (7d12 + 49)
Speed 30 ft., climb 20 ft.
STR
19(+4
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Scaladar Scaladar are constructs created by Trobriand, one of Halaster’s apprentices. They move and attack like giant scorpions, grabbing prey with two large pincer claws and delivering a deadly
scaladar doesn’t require air, food, drink, or sleep. Scaladar
Huge construct, unaligned
Armor Class 19 (natural armor)
Hit Points 94 (7d12 + 49)
Speed 30 ft., climb 20 ft.
STR
19(+4
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Githyanki Star Seer Githyanki star seers believe that the stars are the eyes of the multiverse. They use their magic to contact ancient stellar entities such as Acamar, Caiphon, and Hadar, hoping to
learn their secrets, then record these secrets in journals. They scour Wildspace in search of new entities as well, hoping to be the first to contact them. Some of the secrets learned are so cryptic
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
in the branches above. The crash could have occurred anytime within the past 3d10 days. Climbing up to the wreck is relatively easy, thanks to many vines in the trees and lines of rigging hanging from
climbing speed, they can move anywhere on the map as easily as on the ship. The NPCs fight back, but they aren’t very effective given their exhaustion. The girallon zombies aren’t above grabbing
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
down a few feet. The ceilings in the fodder chamber (area W9) and Sacred Web Hall (area W12) are 50 feet tall and relatively smooth. Doors The doors in Web’s Edge are made of iron. The doors to areas W3
each require a successful DC 15 Dexterity (Sleight of Hand) check using thieves’ tools to unlock. The nalfeshnee in area W5 carries keys to all the cells in area W6. All other doors in Web’s Edge are
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the rest of your map for relatively flat terrain: grasslands, forests, swamps, and the like. Place these elements as you see fit. Map out the courses of any rivers that flow through the area. Rivers
are born in mountains or inland areas that see a lot of rainfall, winding down to the nearest major body of water that doesn’t require the river to cross over higher elevation. Tributaries join rivers
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
threats require a united front. The agents of the Lords’ Alliance work to maintain the delicate network of information and diplomacy that sustains their order, alert for anything that might threaten
, Eravien has heard relatively little of the recent events in the Underdark, and he is initially unconvinced of the importance of the party’s mission. If they can convince him otherwise, Lord Eravien
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
threats require a united front. The agents of the Lords’ Alliance work to maintain the delicate network of information and diplomacy that sustains their order, alert for anything that might threaten
, Eravien has heard relatively little of the recent events in the Underdark, and he is initially unconvinced of the importance of the party’s mission. If they can convince him otherwise, Lord Eravien
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
in the branches above. The crash could have occurred anytime within the past 3d10 days. Climbing up to the wreck is relatively easy, thanks to many vines in the trees and lines of rigging hanging from
climbing speed, they can move anywhere on the map as easily as on the ship. The NPCs fight back, but they aren’t very effective given their exhaustion. The girallon zombies aren’t above grabbing
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
down a few feet. The ceilings in the fodder chamber (area W9) and Sacred Web Hall (area W12) are 50 feet tall and relatively smooth. Doors The doors in Web’s Edge are made of iron. The doors to areas W3
each require a successful DC 15 Dexterity (Sleight of Hand) check using thieves’ tools to unlock. The nalfeshnee in area W5 carries keys to all the cells in area W6. All other doors in Web’s Edge are
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the rest of your map for relatively flat terrain: grasslands, forests, swamps, and the like. Place these elements as you see fit. Map out the courses of any rivers that flow through the area. Rivers
are born in mountains or inland areas that see a lot of rainfall, winding down to the nearest major body of water that doesn’t require the river to cross over higher elevation. Tributaries join rivers
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Short Rest while being in physical contact with the item. At the end of the rest, you learn its properties and how to use them (but not any curse the item might bear). Sometimes a magic item carries
item can also offer hints about its properties. In the specific case of Potions, a little taste is enough to tell the taster what a potion does. Other items might require more experimentation. For
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
fastest way to reveal an item’s properties. Alternatively, a character can focus on one magic item during a short rest, while being in physical contact with the item. At the end of the rest, the character
the properties of a magic item during a short rest, and require the identify spell, experimentation, or both to reveal what a magic item does.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
fastest way to reveal an item’s properties. Alternatively, a character can focus on one magic item during a short rest, while being in physical contact with the item. At the end of the rest, the character
the properties of a magic item during a short rest, and require the identify spell, experimentation, or both to reveal what a magic item does.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Short Rest while being in physical contact with the item. At the end of the rest, you learn its properties and how to use them (but not any curse the item might bear). Sometimes a magic item carries
item can also offer hints about its properties. In the specific case of Potions, a little taste is enough to tell the taster what a potion does. Other items might require more experimentation. For