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Returning 35 results for 'conviction rolling grasp to her region'.
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Monsters
Bigby Presents: Glory of the Giants
by dealing 15 or more slashing damage to it on one attack. Cutting the root doesn’t hurt the cradle but ends the grapple.
Rolling Hills (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge
", "rollAction":"Rolling Hills"}. The cradle magically creates a wave of dirt that extends from a point on the ground within 120 feet of itself. The wave is up to 30 feet long, up to 30 feet tall, and
Monsters
Icewind Dale: Rime of the Frostmaiden
with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): light,* message,* prestidigitation, shocking grasp (see “Actions” below)
1st level (4 slots): mage armor,* shield
, sleep
2nd level (3 slots): arcane lock,* detect thoughts,* suggestion*
3rd level (2 slots): counterspell, lightning bolt*
*Prisoner 237 needs material components to cast these spells.Shocking Grasp
Monsters
Bigby Presents: Glory of the Giants
.
Siege Monster. The scion deals double damage to objects and structures.Multiattack. The scion makes one Crystal Club attack and two Slam attacks, then uses Entombing Grasp if available
creature takes half as much damage only.
Entombing Grasp (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Entombing Grasp"}. The scion wreathes its hand in petrifying magic and
Magic Items
Waterdeep: Dungeon of the Mad Mage
click whenever the die is cast.
The dodecahedron can be hurled up to 60 feet as an action. A random magical effect occurs when the die comes to rest after rolling across the ground for at least
cover against the attack.
7–8
The dodecahedron casts shocking grasp (+5 to hit) on the next creature that touches it.
9–10
The dodecahedron casts
Orcus
Legacy
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Monsters
Out of the Abyss
disappear or until Orcus releases their grasp (no action required).
Regional Effects
The region containing Orcus’s lair is warped by the Orcus’s magic, creating one or more of the following
stench of rotting flesh, and buzzing flies grow thick within the region, even when there is no carrion to be found.
If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must
Monsters
Mordenkainen Presents: Monsters of the Multiverse
kill. Orcus needn’t see the creature, but he must be aware that the individual is in the lair.
Grasp of the Dead. Orcus causes skeletal arms to rise from an area on the ground in a 20-foot square
Monster Manual). These Undead obey his telepathic commands, which can reach anywhere in the lair.
Regional Effects
The region containing Orcus’s lair is warped by his magic, creating one or more
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of its turns, ending the effect on itself on a success.
Regional Effects
The region containing Zariel’s lair is warped by her magic, which creates one or more of the following effects
this creature hits with an attack roll that isn’t a critical hit, it can turn the hit into a critical hit.
Infernal Tactics. Immediately after rolling initiative, this creature can choose
Zuggtmoy
Legacy
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Monsters
Out of the Abyss
infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of madness (determined by rolling on the Madness
lair, instead of on herself.
Regional Effects
The region containing Zuggtmoy’s lair is warped by her magic, creating one or more of the following effects:
Molds and fungi grow on surfaces
Monsters
The Book of Many Things
Euryale’s story and unwavering conviction.
These medusas are divinely empowered champions, drawing their power from a cosmic truth, the will of a deity, or the primal forces of nature. They
a surface such as a ceiling with no way to remain there (for example, sufficient handholds), it falls at the end of this movement.
Regional Effects
The region containing a medusa’s lair is
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
different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
The “Quick Build&rdquo
monsters
rolls against any target other than the creature.Multiattack. The sinner makes two attacks, using Hex Grasp or Blunderbuss in any combination. He can replace one attack with a use of Spellcasting to
cast Bane.
Hex Grasp. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Hex Grasp"}, reach 5 ft. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5", "rollType":"damage
races
, stories began to surface of frightening apparitions sighted in the region where Ulmyr’s Gate once stood. These haunting folk seemed oddly blurred or indistinct. Witnesses reporting that they would
vanish as suddenly as they appeared. Gradually, it became clear that these poor souls were the survivors of the Ethereal Rift, now trapped between worlds and trying to retain their tenuous grasp on
monsters
uses at the start of each of his turns.
Death Grasp. Strength Saving Throw: DC 22, one creature the king can see within 100 feet. Failure: A ghostly, skeletal arm pulls the target up to 40 feet
inscribed with his runic name becomes his bane.BARROW KING’S LAIR
The Barrow King’s lair is his burial mound and the surrounding region of resting places for his vast army.
The region
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Qwalmish. To the south and east of Kalaman are the rolling steppes of Qlettaar, which in turn give way to the forbidding peaks of the Taman Busuk region beyond Estwilde.
Surrounding Regions To the west of the Kalaman region lies Hinterlund. Even farther west lie the Plains of Solamnia, from where crops and crafted goods make their way to Kalaman for trade. Even in
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Qwalmish. To the south and east of Kalaman are the rolling steppes of Qlettaar, which in turn give way to the forbidding peaks of the Taman Busuk region beyond Estwilde.
Surrounding Regions To the west of the Kalaman region lies Hinterlund. Even farther west lie the Plains of Solamnia, from where crops and crafted goods make their way to Kalaman for trade. Even in
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Running This Chapter This chapter takes place in the wilds surrounding Phandalin, a region known as the Triboar Trail. The area is composed of foothills and rolling, sparsely wooded plains that
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Running This Chapter This chapter takes place in the wilds surrounding Phandalin, a region known as the Triboar Trail. The area is composed of foothills and rolling, sparsely wooded plains that
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
thee.” The character can ask it three questions as if using the commune spell. 8 One character in the region triggers a wild magic effect that is determined by rolling on the Wild Magic Surge table in
Weird Magic Magical forces, strange interlopers, and tragic events can alter a smaller region within a Domain of Delight. While the flora, fauna, structures, and inhabitants might remain unaffected
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
thee.” The character can ask it three questions as if using the commune spell. 8 One character in the region triggers a wild magic effect that is determined by rolling on the Wild Magic Surge table in
Weird Magic Magical forces, strange interlopers, and tragic events can alter a smaller region within a Domain of Delight. While the flora, fauna, structures, and inhabitants might remain unaffected
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Setting the Adventure This adventure takes place in a region with a moderate climate, rolling hills, and winding rivers. The Tower of the Heavens lies far enough from major settlements that it sees
Mountains becoming the Starpeaks. Forgotten Realms. The Tegefed Mountains could be in the eastern half of the Small Teeth mountain range, located in the region of Amn. Greyhawk. You could place the Tegefed
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Setting the Adventure This adventure takes place in a region with a moderate climate, rolling hills, and winding rivers. The Tower of the Heavens lies far enough from major settlements that it sees
Mountains becoming the Starpeaks. Forgotten Realms. The Tegefed Mountains could be in the eastern half of the Small Teeth mountain range, located in the region of Amn. Greyhawk. You could place the Tegefed
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
on the affected region. The Zodiac Phenomena table lists effects and brief encounters associated with the constellations of the Sky of Many Things. You can use the effect associated with the zodiac
constellation most prominent in the game’s current time of year, or you can choose randomly by rolling on the table. The following are examples of events that might correspond with a zodiac phenomenon: A
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
on the affected region. The Zodiac Phenomena table lists effects and brief encounters associated with the constellations of the Sky of Many Things. You can use the effect associated with the zodiac
constellation most prominent in the game’s current time of year, or you can choose randomly by rolling on the table. The following are examples of events that might correspond with a zodiac phenomenon: A
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Valenar Capital: Taer Valaestas Hallmarks: Elves, horses, mercenaries In the midst of the Last War, an army of Tairnadal warrior elves from Aerenal seized this region from Cyre, invoking a claim to
. Some of these are the children of Valenar elves, but most are immigrants who’ve come from elsewhere in Khorvaire in search of opportunity. Cyran humans still occupying the region fall below them in
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
region. Consider rolling on the Blessed Radiance Effects table when the following circumstances occur in the region: A creature succeeds on a saving throw compelled by the abilities of a fiend or an
inspire life to propagate along alien paths. Consider rolling on the Far Realm Effects table when the following circumstances occur in a region touched by the Far Realm: A warlock whose Otherworldly
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
region. Consider rolling on the Blessed Radiance Effects table when the following circumstances occur in the region: A creature succeeds on a saving throw compelled by the abilities of a fiend or an
inspire life to propagate along alien paths. Consider rolling on the Far Realm Effects table when the following circumstances occur in a region touched by the Far Realm: A warlock whose Otherworldly
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Valenar Capital: Taer Valaestas Hallmarks: Elves, horses, mercenaries In the midst of the Last War, an army of Tairnadal warrior elves from Aerenal seized this region from Cyre, invoking a claim to
. Some of these are the children of Valenar elves, but most are immigrants who’ve come from elsewhere in Khorvaire in search of opportunity. Cyran humans still occupying the region fall below them in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
trap fills the 10-foot square directly in front of the statue. A creature teleported by this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport
slashes. The axe is considered a magic weapon in the statue’s grasp. The target must succeed on a DC 15 Dexterity saving throw or take 16 (2d12 + 5) slashing damage plus 11 (2d10) fire damage. After swinging the axe once, the statue reverts to its inanimate state until the trap is triggered again.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
trap fills the 10-foot square directly in front of the statue. A creature teleported by this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport
slashes. The axe is considered a magic weapon in the statue’s grasp. The target must succeed on a DC 15 Dexterity saving throw or take 16 (2d12 + 5) slashing damage plus 11 (2d10) fire damage. After swinging the axe once, the statue reverts to its inanimate state until the trap is triggered again.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
appear must succeed on a DC 23 Strength saving throw or be restrained until the arms disappear or until Orcus releases their grasp (no action required). Regional Effects The region containing Orcus’s
wildlife are commonly seen in the area. The air becomes filled with the stench of rotting flesh, and buzzing flies grow thick within the region, even when there is no carrion to be found. If a humanoid
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
from other D&D worlds include the Free City of Greyhawk on Oerth, the city of Specularum on Mystara, and the city of Sharn on Eberron. To get things rolling, read or paraphrase the following
, regardless of whether they’ve ever received that miracle in the past. Temples and scholars of divine magic are at a loss to explain a curse that has affected the entire region, and possibly the entire
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Journey down Esker Brook The lands around Kalaman consist of open fields, rolling hills, and scattered woods. The map of the Kalaman region in appendix E illustrates this area. To the south rise the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
appear must succeed on a DC 23 Strength saving throw or be restrained until the arms disappear or until Orcus releases their grasp (no action required). Regional Effects The region containing Orcus’s
wildlife are commonly seen in the area. The air becomes filled with the stench of rotting flesh, and buzzing flies grow thick within the region, even when there is no carrion to be found. If a humanoid
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Journey down Esker Brook The lands around Kalaman consist of open fields, rolling hills, and scattered woods. The map of the Kalaman region in appendix E illustrates this area. To the south rise the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
in the valley. The chaotic satyrs may upend a copse of trees one night only to have it regrow by morning. Most of the Skola Vale consists of greenery rolling over gentle hills. During the day, the
vale’s residents hunt small game and gather wild fruit for wine. Other predators, such as bears, lions, and rocs, hunt the region as well. Some of these beasts, whether predator or prey, have become