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Returning 35 results for 'continue read grasp to her rites'.
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Monsters
Guildmasters’ Guide to Ravnica
, with little grasp of metaphor or nuance.
The death priests occupy the highest roles in kraul society. They lead the buzzing chants of the kraul rites. Their inscrutable clicks and buzzing can summon
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Orcus who plundered corpses from necropolises to create the first spawn of Kyuss. Even centuries after Kyuss’s death, his malign disciples continue performing the horrific rites he perfected
Monsters
Princes of the Apocalypse
grasp
1st level (4 slots): charm person, feather fall, mage armor, thunderwave
2nd level (3 slots): dust devil,* gust of wind, invisibility
3rd level (3 slots): fly, gaseous form, lightning bolt
4th
, without using components or a spell slot. She can’t cast the same spell two rounds in a row, although she can continue to concentrate on a spell she previously cast using a lair action. Aerisi can
Monsters
Mythic Odysseys of Theros
disadvantage on the attack roll.Multiattack. Tromokratis makes three attacks: one with its pincer, one with its tail, and one with its tentacle grasp.
Pincer. Melee Weapon Attack: +18;{"diceNotation
","rollAction":"Tail","rollDamageType":"bludgeoning"} bludgeoning damage, and if the target is a creature, it is knocked prone.
Tentacle Grasp. Melee Weapon Attack: +18;{"diceNotation":"1d20+18","rollType
Monsters
Mordenkainen Presents: Monsters of the Multiverse
’s goal is to tap into vast energy sources and perform the dire rites that will extend a bridge between the Material Plane and the squirming chaos of an Elder Evil’s realm.
An entity that
hands become bulky, flipper-like appendages able to grasp the seer’s strange staff formed of a blend of flesh, bone, and star stuff.
A star spawn seer is almost always accompanied by one or more
Species
Spelljammer: Adventures in Space
grasp and manipulate weapons and tools. Although most plasmoids are translucent gray, they can alter their color and translucence by absorbing dyes through their pores.
Plasmoids don’t have
the scores can be raised above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s
Doppelganger
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
"} to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4","rollType":"damage","rollAction":"Slam","rollDamageType":"bludgeoning"} bludgeoning damage.
Read Thoughts. The doppelganger
blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the
Monsters
Infernal Machine Rebuild
artificer spells prepared:
Cantrips (at will): light, mending, message, shocking grasp
1st level (4 slots): alarm, cure wounds, identify, ray of sickness
2nd level (3 slots): invisibility, Melf's
, his research and experiments can continue indefinitely.
Over time, Thessalar has subjected himself to so many of his own experiments that his blood has taken on alchemical and magical properties. He regularly uses it as the basis for many of the reagents used throughout his labs.Acid, Poison
monsters
unoccupied space within the tomb it was originally buried in.Slimy Grasp. Melee Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Slimy Grasp"}, reach 5 ft. Hit: 6 (1d8 + 1
);{"diceNotation":"1d8+1", "rollType":"damage", "rollAction":"Slimy Grasp", "rollDamageType":"Necrotic"} Necrotic damage, and a Medium or smaller creature has its Speed reduced by 10 feet until the end of its
monsters
unoccupied space within the tomb it was originally buried in.Slimy Grasp. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":""}, reach 5 ft. Hit: 8 (1d8 + 3
);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction":"Slimy Grasp", "rollDamageType":"Necrotic"} Necrotic damage.
Spellcasting. The lesser crawling one casts one of the following spells, requiring no
races
Mordenkainen Presents: Monsters of the Multiverse
Yuan-ti were originally humans who transformed themselves into serpent folk through ancient rituals. Most yuan-ti were corrupted into monsters by those rites, but some yuan-ti instead became a new
suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and
Wand of Orcus
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
Plane in the stasis of undeath. Orcus allows the wand to slip from his grasp from time to time. When it does, it magically appears wherever its master senses an opportunity to achieve some fell goal
to a range of 120 feet.
The wand communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common.
Personality. The wand’s purpose is to help satisfy Orcus
races
Mordenkainen Presents: Monsters of the Multiverse
Maglubiyet, who marshaled them as soldiers, but the fey realm left its mark; wherever they are in the multiverse, they continue to channel an aspect of the Feywild’s rule of reciprocity, which
above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
to the sanctum, they find their way to the cave without trouble from their position in Pandesmos. The majority of this chapter takes place in Vecna’s Grasp, a small cave network where the characters
demiplanes in any order, so read through all three—the “Torment of Kas,” “Neverwinter’s New King,” and “Dead Gods” sections—before running this chapter. Once the characters dismantle the three
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
to the sanctum, they find their way to the cave without trouble from their position in Pandesmos. The majority of this chapter takes place in Vecna’s Grasp, a small cave network where the characters
demiplanes in any order, so read through all three—the “Torment of Kas,” “Neverwinter’s New King,” and “Dead Gods” sections—before running this chapter. Once the characters dismantle the three
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Mummies Deathless Ancients with Ageless Ambitions Habitat: Desert, Swamp; Treasure: Relics Mysterious rites and mighty faith can tie spirits to their corpses, binding them to their remains for all
hearts. Those who escape a mummy’s grasp might find themselves subject to a terrible curse. Victims of a mummy’s curse gradually wither, their bodies rotting away until they’re reduced to dust. This
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Mummies Deathless Ancients with Ageless Ambitions Habitat: Desert, Swamp; Treasure: Relics Mysterious rites and mighty faith can tie spirits to their corpses, binding them to their remains for all
hearts. Those who escape a mummy’s grasp might find themselves subject to a terrible curse. Victims of a mummy’s curse gradually wither, their bodies rotting away until they’re reduced to dust. This
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
transport to Vecna’s Grasp appear in this chamber. Read the following to set the scene: You appear before a thirty-foot-wide mass of translucent purple crystals embedded in the floor of a large obsidian
Vecna’s Grasp Locations These locations are keyed to map 11.1. Dyson Logos Map 11.1: Vecna’s Grasp View Player Version E1: Kaleidoscopic Cavern Characters who use the magic of Vecna’s Link to
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
transport to Vecna’s Grasp appear in this chamber. Read the following to set the scene: You appear before a thirty-foot-wide mass of translucent purple crystals embedded in the floor of a large obsidian
Vecna’s Grasp Locations These locations are keyed to map 11.1. Dyson Logos Map 11.1: Vecna’s Grasp View Player Version E1: Kaleidoscopic Cavern Characters who use the magic of Vecna’s Link to
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
A Boar-ing Encounter Shortly after entering the woods, the characters have an encounter that is not what it seems. Read the following boxed text aloud: About sixty feet ahead of you, a wild boar
circle around the boar or otherwise avoid a confrontation, they can continue on their way. If the boar is spared, it darts off to warn the anchorites at the Woodland Manse that strangers have entered the forest.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, eager to build a place where they could openly practice their vile rites. Others were brutal thugs, power-hungry dabblers in forbidden magic, or fanatics lured by the call of evil. At first the
many malefactors has caused a spate of banditry, kidnappings, murders, and raids. The cultists have also upset the weather in the region. All of these occurrences continue to worsen over the course of
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Stalkers in the Stars As the characters move toward the mass, something follows them. Read or paraphrase the following: Amid the clouds, two large globes of light bob toward you.
Characters can
the party. The star anglers attack immediately. Once the star anglers are dispatched, the characters can continue on to the surface of the dying god, where the wreckage of the Lambent Zenith lies.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Stalkers in the Stars As the characters move toward the mass, something follows them. Read or paraphrase the following: Amid the clouds, two large globes of light bob toward you.
Characters can
the party. The star anglers attack immediately. Once the star anglers are dispatched, the characters can continue on to the surface of the dying god, where the wreckage of the Lambent Zenith lies.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
A Boar-ing Encounter Shortly after entering the woods, the characters have an encounter that is not what it seems. Read the following boxed text aloud: About sixty feet ahead of you, a wild boar
circle around the boar or otherwise avoid a confrontation, they can continue on their way. If the boar is spared, it darts off to warn the anchorites at the Woodland Manse that strangers have entered the forest.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, eager to build a place where they could openly practice their vile rites. Others were brutal thugs, power-hungry dabblers in forbidden magic, or fanatics lured by the call of evil. At first the
many malefactors has caused a spate of banditry, kidnappings, murders, and raids. The cultists have also upset the weather in the region. All of these occurrences continue to worsen over the course of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Approaching the Vineyard A branch of the Old Svalich Road leads to the vineyard. If the characters approach along this path, read: After a half mile, the road becomes a muddy trail that meanders
signpost at the intersection points west and reads, “Vineyard.” If the characters head west on the trail toward the vineyard, read: A light drizzle begins to fall. Unpainted fences blindly follow the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Arrival in Oztocan As the characters approach the town, read the following: Built on a large flat between two rocky mountains, the town of Oztocan is cradled by the crescent-shaped ruins of a massive
otherwise causing no damage. The locals appear accustomed to the quake and continue their activities unfazed.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Arrival in Oztocan As the characters approach the town, read the following: Built on a large flat between two rocky mountains, the town of Oztocan is cradled by the crescent-shaped ruins of a massive
otherwise causing no damage. The locals appear accustomed to the quake and continue their activities unfazed.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
23A. Triangular Stone If the characters approach from the south, read: You come upon a ten-foot-wide pit that stretches across the corridor. Beyond it is a wedge-shaped stone block or pillar that
the will-o’-wisp in the distance. If the characters approach from the north, read: The hallway abruptly ends at a blank stone wall.
If the wall is hammered on, it will sound solid. A character who
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Approaching the Vineyard A branch of the Old Svalich Road leads to the vineyard. If the characters approach along this path, read: After a half mile, the road becomes a muddy trail that meanders
signpost at the intersection points west and reads, “Vineyard.” If the characters head west on the trail toward the vineyard, read: A light drizzle begins to fall. Unpainted fences blindly follow the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
23A. Triangular Stone If the characters approach from the south, read: You come upon a ten-foot-wide pit that stretches across the corridor. Beyond it is a wedge-shaped stone block or pillar that
the will-o’-wisp in the distance. If the characters approach from the north, read: The hallway abruptly ends at a blank stone wall.
If the wall is hammered on, it will sound solid. A character who
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
bothered by something she had read in The Canopic Being, and saying that she wanted to continue her research with the help of the oracle of the House of the All-Seeing Orb in Tashalar, east of Chult
Tashalar. The characters can be in Candlekeep already doing research of their own, or they might be summoned there if they are known to the library and its scholars. Read or paraphrase the following when
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
characters must present Zariel with the argument to rejoin the celestial host, then make a DC 25 Charisma (Persuasion) check. If the check is successful, Zariel is convinced to grasp the sword and
horrific fate. If Zariel is redeemed, she turns the death knight to dust, letting his soul rest at last. If the Charisma (Persuasion) check succeeds, continue with “Zariel’s Redemption” below. If the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
characters must present Zariel with the argument to rejoin the celestial host, then make a DC 25 Charisma (Persuasion) check. If the check is successful, Zariel is convinced to grasp the sword and
horrific fate. If Zariel is redeemed, she turns the death knight to dust, letting his soul rest at last. If the Charisma (Persuasion) check succeeds, continue with “Zariel’s Redemption” below. If the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Approaching the Winery If the characters continue toward the winery, read: Situated in the midst of the vineyard, the winery is an old, two-story stone building with multiple entrances, thick ivy
winery, next to the loading dock. West of the winery is a crumbling well and a wooden outhouse.
When the characters reach the winery, read: You hear the rustle of dead vines all around you. Inhuman