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Returning 35 results for 'counsel reach grasping to her repeat'.
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Monsters
Monster Manual
Temporary Hit Points.Swarm of Grasping Hands. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Swarm of Grasping Hands"}, reach 5 ft. Hit: 20 (4d8 + 2
);{"diceNotation":"4d8+2", "rollType":"damage", "rollAction":"Swarm of Grasping Hands", "rollDamageType":"Necrotic"} Necrotic damage, or 11 (2d8 + 2);{"diceNotation":"2d8+2", "rollType":"damage", "rollAction":"Swarm
Monsters
Monster Manual
Multiattack. The blight makes two Branch attacks and uses Grasping Root.
Branch. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Branch"}, reach 15 ft. Hit: 16
(3d6 + 6);{"diceNotation":"3d6+6", "rollType":"damage", "rollAction":"Branch", "rollDamageType":"Bludgeoning"} Bludgeoning damage.
Grasping Root. Strength Saving Throw: DC 17, one Large or smaller
Spells
Player’s Handbook
As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained
creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Monsters
Monster Manual
":"to hit", "rollAction":"Pseudopod"}, reach 30 ft. Hit: 24 (3d10 + 8);{"diceNotation":"3d10+8", "rollType":"damage", "rollAction":"Pseudopod", "rollDamageType":"Force"} Force damage.
Engulf. The blob
damage to each creature engulfed by it. The blob can’t take this action again until the start of its next turn.
Grasping Glob. The blob uses Restraining Glob. The blob can’t take this action
Monsters
Van Richten’s Guide to Ravenloft
, reach 0 ft., one creature in the swarm’s space. Hit: 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Grasping Limbs","rollDamageType":"necrotic"} necrotic damage, and the
temporary hit points.
Unusual Nature. The swarm doesn’t require air, food, drink, or sleep.Multiattack. The swarm makes one Undead Mass attack and one Grasping Limbs attack.
Undead Mass. Melee
Equipment
randomly determined creature within its reach. If there is no other creature within its reach, the poisoned creature does nothing on its turn. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Monsters
Waterdeep: Dungeon of the Mad Mage
minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Paralyzing Ray. The target must succeed on a DC 15 Constitution saving throw or
be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation
Monsters
Strixhaven: A Curriculum of Chaos
: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Slam"} to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2","rollType":"damage","rollAction":"Slam","rollDamageType
":"bludgeoning"} bludgeoning damage.
Counsel of the Past (2/Day). The spirit statue touches one creature. Once within the next 10 minutes, that creature can roll a d4;{"diceNotation":"1d4","rollType
Monsters
Strixhaven: A Curriculum of Chaos
: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Grasping Limb"} to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction
Magic Resistance. The archivist has advantage on saving throws against spells and other magical effects.Multiattack. The archivist makes two Grasping Limb attacks.
Grasping Limb. Melee Weapon Attack
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollAction":"Corrupt Water", "rollDamageType":"poison"} poison damage and is poisoned for 1 minute. At the end of this time, the poisoned creature must repeat the saving throw. On a failure, the
saving throws against spells and other magical effects.Multiattack. The wastrilith makes one Bite attack and two Claw attacks, and it uses Grasping Spout.
Bite. Melee Weapon Attack: +9
Magic Items
Tasha’s Cauldron of Everything
tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Grasping Tendrils. While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils
, which reach for a creature you can see within 15 feet of you. The creature must succeed on a DC 14 Strength saving throw or take 3d6 force damage and be grappled by you. As an action, the creature can
Monsters
Curse of Strahd
Branch attack and one Grasping Root attack.
Branch. Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Branch"} to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6
","rollAction":"Grasping Root"} to hit, reach 15 ft., one creature not grappled by the blight. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target takes 9 (1d6 + 6
Monsters
Icewind Dale: Rime of the Frostmaiden
. Melee Spell Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Force Fist"} to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8);{"diceNotation":"4d8+8","rollType":"damage","rollAction
.
Grasping Hand. The living spell attempts to grab a Huge or smaller creature within 5 feet of it. The target must succeed on a DC 15 Dexterity saving throw or be grappled (escape DC 15). Until the
Monsters
Waterdeep: Dungeon of the Mad Mage
or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType
":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.
Monsters
Waterdeep: Dungeon of the Mad Mage
or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType
":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.Fire
Monsters
Waterdeep: Dungeon of the Mad Mage
Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType
":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.Fire
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
", "rollAction":"Grasping Root"} to hit, reach 30 ft., one creature not grappled by the cradle. Hit: the target has the grappled condition (escape DC 17). Until the grapple ends, the target takes 29 (4d10 + 7
Spells
Xanathar's Guide to Everything
You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the
target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the
Monsters
Van Richten’s Guide to Ravenloft
in this stat block.Multiattack. The horror makes two Limbs attacks.
Limbs. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Limbs"} to hit, reach 5 ft., one target
Pseudopod. The horror’s limb attack deals an extra 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Corrosive Pseudopod","rollDamageType":"acid"} acid damage.
Grasping Tentacle
Monsters
Van Richten’s Guide to Ravenloft
","rollType":"to hit","rollAction":"Limbs"} to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5);{"diceNotation":"3d10+5","rollType":"damage","rollAction":"Limbs","rollDamageType":"bludgeoning
":"Corrosive Pseudopod","rollDamageType":"acid"} acid damage.
Grasping Tentacle. The horror’s limb is a grasping tentacle. When the horror hits a creature with this limb, the creature is also grappled
Monsters
Van Richten’s Guide to Ravenloft
, reach 5 ft., one target. Hit: 21 (3d10 + 5);{"diceNotation":"3d10+5","rollType":"damage","rollAction":"Limbs","rollDamageType":"bludgeoning"} bludgeoning damage.
Bone Blade. The horror’s limb ends
damage.
Grasping Tentacle. The horror’s limb is a grasping tentacle. When the horror hits a creature with this limb, the creature is also grappled (escape DC 16). The limb can have only one creature
Monsters
Waterdeep: Dragon Heist
Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage
failed save, or half as much damage on a successful one.Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.Fire
Monsters
Waterdeep: Dragon Heist
hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing
damage.Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.
Monsters
Van Richten’s Guide to Ravenloft
Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Limbs"} to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5);{"diceNotation":"3d10+5","rollType":"damage","rollAction":"Limbs
","rollType":"damage","rollAction":"Corrosive Pseudopod","rollDamageType":"acid"} acid damage.
Grasping Tentacle. The horror’s limb is a grasping tentacle. When the horror hits a creature with
Monsters
Van Richten’s Guide to Ravenloft
saving throw or be knocked prone.Multiattack. The horror makes two Limbs attacks.
Limbs. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Limbs"} to hit, reach 5 ft., one
.
Corrosive Pseudopod. The horror’s limb attack deals an extra 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Corrosive Pseudopod","rollDamageType":"acid"} acid damage.
Grasping
Monsters
Waterdeep: Dungeon of the Mad Mage
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.Mages spend their lives
in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.
Monsters
Waterdeep: Dragon Heist
Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType
":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while
Monsters
Storm King's Thunder
":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing
"} piercing damage.Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.
Monsters
Waterdeep: Dungeon of the Mad Mage
spells on itself before combat.Dagger. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4
study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to
Monsters
Out of the Abyss
cone faces and whether the cone is active. The area works against the beholder's own eye rays.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bite"} to hit, reach
target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be
Monsters
Princes of the Apocalypse
False Appearance. While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.
Grasping Tendrils. The roper can have up to six tendrils at a time
+7","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4);{"diceNotation":"4d8+4","rollType":"damage","rollAction":"Bite","rollDamageType":"fire"} fire damage
Monsters
Waterdeep: Dungeon of the Mad Mage
archmage casts mind blank, stoneskin and mage armor spells on itself before combat.Dagger. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Dagger"} to hit, reach
usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil
Monsters
Waterdeep: Dungeon of the Mad Mage
spells on itself before combat.Dagger. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4
cantrip she has prepared.Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants
Monsters
Guildmasters’ Guide to Ravnica
(3 slots): blight, giant insect, grasping vine
5th level (2 slots): cloudkill, insect plague
6th level (1 slot): circle of death, create undead
7th level (1 slot): finger of death, forcecage
Spore
. Melee Spell Attack: +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Noxious Touch"} to hit, reach 5 ft., one creature. Hit: 28 (8d6);{"diceNotation":"8d6","rollType":"damage
Monsters
Waterdeep: Dungeon of the Mad Mage
itself before combat.Dagger. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2
arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their