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Returning 35 results for 'contained round grasping to have repeating'.
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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
Monsters
Divine Contention
(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
foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in
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
saving throw or be pulled up to 20 feet into the water and knocked prone.
Water within 120 feet of Olhydra becomes murky and opaque until initiative count 20 of the next round. A creature with
Monsters
Quests from the Infinite Staircase
(as an action), TeleportThe Gardener can take up to three reactions per round but only one per turn.
Pacification. When a creature within 120 feet of the Gardener damages the Gardener, that creature
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
Monsters
Storm King's Thunder
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
wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 18 (4d8
Magic Items
Princes of the Apocalypse
is contained within a sphere with a 1 mile radius. The orb is the sphere’s point of origin. The orb is destroyed after one use.
Air Orb. When this orb detonates, it creates a powerful windstorm
effect. The wildfire covers a 10-foot-square area initially but expands to fill another 10-foot square each round until the fire is extinguished or burns itself out. A creature that comes within 10
Telekinesis
Legacy
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Spells
Basic Rules (2014)
You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object
that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no
Ancient Green Dragon
Legacy
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Monsters
Basic Rules (2014)
initiative count 20 (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
. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 18 (4d8);{"diceNotation":"4d8","rollType":"damage
Adult Green Dragon
Legacy
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Monsters
Basic Rules (2014)
initiative count 20 (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
, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 18 (4d8);{"diceNotation":"4d8","rollType":"damage
Beholder
Legacy
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Monsters
Monster Manual (2014)
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->Player's Handbook (2014)
thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below
. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. Creature. You can try to move a Huge or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below
. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. Creature. You can try to move a Huge or
Delerium Fragment
Legacy
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Equipment
acid, cold, fire, and lightning damage; as well as slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field
powerful sensation of deja vu and are stunned for 1 round (No save).
4
The nearest creature becomes unstuck in time. It is affected by the blink spell for 1 minute. Instead of vanishing into the
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
this check each round until the logbook is spotted. Retrieving the Logbook The next, more difficult task is obtaining the book. While the debris rests in the ship’s gravity plane, it’s not exactly
characters must avoid the asteroids by repeating challenge 3 from the “Journey through Wildspace” section; if the ship was lightly damaged by an asteroid earlier and grazes another asteroid on its way out of the cluster, the ship becomes heavily damaged instead.
Delerium Chip
Legacy
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Equipment
acid, cold, fire, and lightning damage; as well as slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field
powerful sensation of deja vu and are stunned for 1 round (No save).
4
The nearest creature becomes unstuck in time. It is affected by the blink spell for 1 minute. Instead of vanishing into the
Delerium Geode
Legacy
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Equipment
acid, cold, fire, and lightning damage; as well as slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field
powerful sensation of deja vu and are stunned for 1 round (No save).
4
The nearest creature becomes unstuck in time. It is affected by the blink spell for 1 minute. Instead of vanishing into the
Delerium Massive Cluster
Legacy
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Equipment
acid, cold, fire, and lightning damage; as well as slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field
powerful sensation of deja vu and are stunned for 1 round (No save).
4
The nearest creature becomes unstuck in time. It is affected by the blink spell for 1 minute. Instead of vanishing into the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Parade Ambush As the parade nears the jetty, read the following description: Grasping weeds and vines erupt from the cobblestone street beneath the carriage at the head of the parade. The ox pulling
farthest from the characters. Map 5.1: parade routeView Player Version Azra Nir. Azra uses the acolyte stat block and is surprised during the first round of combat. He seeks only to escape the chaos
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
sorts. There is a large desk and stool, two workbenches, and two mummy preparation tables. Clay pots and urns on these tables and the floor obviously once contained unguents, ointments, oils, perfumes
slow-acting acid which will deal 3 (1d6) acid damage on the round after a creature’s flesh comes into substantial contact with it (by immersing an arm, being splashed on, and so forth)—minor contact
Delerium Crystal
Legacy
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Equipment
acid, cold, fire, and lightning damage; as well as slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field
powerful sensation of deja vu and are stunned for 1 round (No save).
4
The nearest creature becomes unstuck in time. It is affected by the blink spell for 1 minute. Instead of vanishing into the
Delerium Shard
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
acid, cold, fire, and lightning damage; as well as slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field
powerful sensation of deja vu and are stunned for 1 round (No save).
4
The nearest creature becomes unstuck in time. It is affected by the blink spell for 1 minute. Instead of vanishing into the
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
leftover damage after the Temporary Hit Points carries over to the Wizard’s Hit Points. Does the level 14 Illusionist ability let you make something real every round, or just once? Illusory Reality is
the creature, but it has no range restriction. For a Wizard to cast a Ritual spell contained in their spellbook, do they need to read from the book or use it as part of the Ritual? Thanks to the Ritual
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
are bolstered by the storm but are weaker when outside it. The edge of the storm expands outward at a rate of 5 feet per round, on initiative count 20. If the myrmidons are within the storm, their
even though they were made of metal. She was almost struck a few times, but she kept repeating prayers to Talos, and she thinks that is the only thing that saved her. She does not want to enter the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
burrowing speed of 20 feet, and you can tunnel through solid rock at a rate of 1 foot per round. You can use a claw as a melee weapon while wearing it. You have proficiency with it, and it deals 1d8
of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere’s point of origin. The orb is destroyed after one use. Air Orb. When this orb detonates, it creates a
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
something real every round, or just once? Illusory Reality is intended to make one illusory object real per illusion spell. For the Shapechanger feature of the School of Transmutation, does polymorph need
to cast a ritual spell contained in their spellbook, do they need to read from the book or use it as part of the ritual? No. As written, the rule doesn’t require you to read from the book. The
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
bodies, shrouding their bare arms and legs. They tread lightly when they walk, on talons made for grasping the branches of trees and seizing prey from the lofty skies. Soft as the wind they move, so as
Languages understands Auran and Common but speaks only through the use of its Mimicry trait
Challenge 1/4 (50 XP)
Ambusher. In the first round of a combat, the kenku has advantage on attack rolls against
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
the attack. Grasping Plants. The faerie dragon causes roots and vines to temporarily grow around it; until initiative count 20 on the next round, the ground within 20 feet of the dragon is difficult
initiative count 20 on the next round, whenever a ranged attack roll misses the dragon, reroll the attack against a random creature within 30 feet of the dragon that doesn’t have total cover against
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
cylinder of watery filth centered on that point erupts from the ground until initiative count 20 on the next round. Each creature in the cylinder when it appears or that ends its turn there must make a
DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. The cylinder is difficult terrain. Grasping Muck. Tendrils of roiling muck
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
haunted trap affects a 20-foot-radius sphere centered on an ancient but pristine instrument. When a creature enters the area, the trap’s emanation manifests as the sound of distant, mournful music. A round
that creature is still in the area at the start of its next turn, an illusory scene plays out, repeating some terrible event that happened in the area. This vision typically lasts 1 minute. When the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
.
Papazotl’s bones are contained within the sarcophagus, but they are well protected (see “Glass Cauldrons” and “Bronze Shield” below). Advice from the Spirits Any characters inhabited by the spirits of
round until the cauldron is destroyed or the tomb is cleared of interlopers. When no enemies remain, any remaining skeletons return to the cauldrons. Destroying the cauldrons stops the flow of
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
innocent intentions. If the spirits aren’t immediately calmed, each creature in the hall on the round after the spirits manifest must succeed on a DC 16 Wisdom saving throw or use its action to make a melee
attack against a random creature within reach. If no other creatures are within reach, the creature does nothing this turn. The spirits vanish 1 round after appearing. They reappear after 24 hours if
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
prerequisite for any of your other feats or features. Roll Redo. You undo a single recent event by forcing a reroll of any die roll made within the last round (including your last turn). Reality reshapes
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. HELGE C. BALZER A halfling Warlock zaps a zombie with the grasping lightning of Witch Bolt
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Medium or larger plant within the lair, then teleports to an unoccupied space within 5 feet of any other Medium or larger plant within the lair. Vine Wall. A wall of grasping vines appears on the
)
1/day each: Heroes’ Feast (as an action), Teleport
Reactions
The Gardener can take up to three reactions per round but only one per turn.
Pacification. When a creature within 120 feet of the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder’s choice that starts its turn within 10 feet of such a wall must
one of the following effects: A 50-foot square area of ground within 120 feet of the beholder becomes slimy; that area is difficult terrain until initiative count 20 on the next round. Walls within 120
Compendium
- Sources->Dungeons & Dragons->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 saving
throw or be pulled up to 20 feet into the water and knocked prone. Water within 120 feet of Olhydra becomes murky and opaque until initiative count 20 of the next round. A creature with darkvision