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Returning 35 results for 'coven roles grasping to her response'.
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Monsters
Monster Manual
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell’s normal casting time, and using
hag casts Counterspell in response to that spell’s trigger, using the same spellcasting ability as Spellcasting. If the target fails its saving throw, it is cursed until the end of its next turn
Magic Items
Phandelver and Below: The Shattered Obelisk
This gold statuette of an elf is worth 100 gp, and is imbued with divination magic. A non-evil creature grasping the statue can ask it a question and receive a telepathic response, as though the
creature had cast augury. Once a creature has asked its question and received a response, it can never activate the statuette again.
Monsters
Bigby Presents: Glory of the Giants
, suggestion, telekinesisPoisoning Rebuke (Requires Blood Rune). In response to being damaged by a creature the fomorian can see within 60 feet of itself, the fomorian forces that creature to make a DC 16
Gloom (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Creeping Gloom"}. The fomorian momentarily conjures grasping darkness in a 30-foot-radius sphere centered on a point it
monsters
;t take this action again until the start of its next turn.Jinxed Hide. Trigger: A creature within 60 feet of the leviathan hits it with an attack roll or targets it with a spell. Response: The
leviathan causes a swell of muddy water and grasping roots. Strength Saving Throw: DC 20, each creature in a 20-foot Emanation originating from the leviathan. Failure: 21 (6d6);{"diceNotation":"6d6
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
seek greater power to combat a formidable threat, they suppress their basic nature and come together to do their work. The result is a coven. Being part of a coven gives each individual hag more
magic and spellcasting ability, and to her these benefits offset the inconvenience and bickering that goes with living and working with other hags. If a member of a coven is killed and the surviving
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
seek greater power to combat a formidable threat, they suppress their basic nature and come together to do their work. The result is a coven. Being part of a coven gives each individual hag more
magic and spellcasting ability, and to her these benefits offset the inconvenience and bickering that goes with living and working with other hags. If a member of a coven is killed and the surviving
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
normally. Twice a day, the hags use their coven spells (see the “Coven Spells” sidebar) to cast seeming on their minions, disguising them suitably for their roles. The following creatures serve the
each knew part of a ritual for crafting magic paintings that could bind mortal creatures with a terrible curse. After agreeing to share their knowledge and work together, they formed a coven dedicated to
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, each unicorn telepathically shares with its rider three secrets about Prismeer or the Hourglass Coven during this ride. These secrets can be imparted in response to questions asked by the character, or
operates the carousel is named Diana Cloppington. Once a human, Diana sought the help of Granny Nightshade of the Hourglass Coven, desperately wishing to be reunited with her warhorse, which went missing
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
normally. Twice a day, the hags use their coven spells (see the “Coven Spells” sidebar) to cast seeming on their minions, disguising them suitably for their roles. The following creatures serve the
each knew part of a ritual for crafting magic paintings that could bind mortal creatures with a terrible curse. After agreeing to share their knowledge and work together, they formed a coven dedicated to
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, each unicorn telepathically shares with its rider three secrets about Prismeer or the Hourglass Coven during this ride. These secrets can be imparted in response to questions asked by the character, or
operates the carousel is named Diana Cloppington. Once a human, Diana sought the help of Granny Nightshade of the Hourglass Coven, desperately wishing to be reunited with her warhorse, which went missing
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
successful one.
An ankheg resembles an enormous many-legged insect, its long antennae twitching in response to any movement around it. Its legs end in sharp hooks adapted for burrowing and grasping its
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
successful one.
An ankheg resembles an enormous many-legged insect, its long antennae twitching in response to any movement around it. Its legs end in sharp hooks adapted for burrowing and grasping its
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
would term it, but it is just as intense. Dwarves are creatures of stone, and like stone they change only in response to extremes. The dwarves of the many worlds share much in common, but never
allow those similarities to blind you to their unique traits.
Roles in the Clan Every clan calls upon its members to fill three principal roles, each of which contributes to the group’s welfare. First
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
would term it, but it is just as intense. Dwarves are creatures of stone, and like stone they change only in response to extremes. The dwarves of the many worlds share much in common, but never
allow those similarities to blind you to their unique traits.
Roles in the Clan Every clan calls upon its members to fill three principal roles, each of which contributes to the group’s welfare. First
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
: The target is immune to this nalfeshnee’s Horror Nimbus for 24 hours.
Reactions
Pursuit. Trigger: Another creature the nalfeshnee can see ends its move within 120 feet of the nalfeshnee. Response
1,800; PB +3)
Traits
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell’s normal casting time
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
: The target is immune to this nalfeshnee’s Horror Nimbus for 24 hours.
Reactions
Pursuit. Trigger: Another creature the nalfeshnee can see ends its move within 120 feet of the nalfeshnee. Response
1,800; PB +3)
Traits
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell’s normal casting time
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
reply (“We agreed to this pact. Our hands were forced but our eyes were open. We let the Hourglass Coven take what it wants, and in return, we stay in business. That is what you want, right
steps (see “Tracking Mood” earlier in the chapter). From that point on, Palasha and Candlefoot treat the characters as trusted allies, which could prove useful during the crowning of the Witchlight Monarch, as they both have roles to play in the coronation.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
reply (“We agreed to this pact. Our hands were forced but our eyes were open. We let the Hourglass Coven take what it wants, and in return, we stay in business. That is what you want, right
steps (see “Tracking Mood” earlier in the chapter). From that point on, Palasha and Candlefoot treat the characters as trusted allies, which could prove useful during the crowning of the Witchlight Monarch, as they both have roles to play in the coronation.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
in lair; PB +7)
Traits
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell’s normal
Counterspell in response to that spell’s trigger, using the same spellcasting ability as Spellcasting. If the target fails its saving throw, it is cursed until the end of its next turn. Until the curse
Compendium
- Sources->Dungeons & Dragons->Monster Manual
in lair; PB +7)
Traits
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell’s normal
Counterspell in response to that spell’s trigger, using the same spellcasting ability as Spellcasting. If the target fails its saving throw, it is cursed until the end of its next turn. Until the curse
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
difficulty grasping the passage of time and the state of the world compared to its original era. 6 Fallen Muse. Your contact is a fallen celestial. Whether they regret their transgressions or hunger for
operates entirely within the law and how public its interests are also influences which of your skills it deems most valuable. The Guild Representative Roles table suggests positions you might fill in a
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
difficulty grasping the passage of time and the state of the world compared to its original era. 6 Fallen Muse. Your contact is a fallen celestial. Whether they regret their transgressions or hunger for
operates entirely within the law and how public its interests are also influences which of your skills it deems most valuable. The Guild Representative Roles table suggests positions you might fill in a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
.
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell’s normal casting time, and using
damage plus 7 (2d6) Force damage.
Reactions
Protection. Trigger: An attack roll hits the wearer of the guardian’s amulet while the wearer is within 5 feet of the guardian. Response: The wearer
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
.
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell’s normal casting time, and using
damage plus 7 (2d6) Force damage.
Reactions
Protection. Trigger: An attack roll hits the wearer of the guardian’s amulet while the wearer is within 5 feet of the guardian. Response: The wearer
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
who meet their demands. 4 Pirate Fleet. This alliance of pirate captains is unified under a ruling captain or admiral and adheres to a strict code of honor. They converge only in response to an
ventures. The Criminal Syndicate Member Roles suggests positions you might fill in the organization and the backgrounds frequently associated with each role. Criminal Syndicate Member Roles Role
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
who meet their demands. 4 Pirate Fleet. This alliance of pirate captains is unified under a ruling captain or admiral and adheres to a strict code of honor. They converge only in response to an
ventures. The Criminal Syndicate Member Roles suggests positions you might fill in the organization and the backgrounds frequently associated with each role. Criminal Syndicate Member Roles Role
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
are justly concerned, and some have important roles to play in events yet to unfold. The Harpers The Harpers are spellcasters and spies who covertly oppose the abuse of power, magical or otherwise
lost souls to its organization with the promise of a better life. Its agents are evil and grasping. When they are not gathering information for the kraken, they lurk in the shadows and indulge in
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
are justly concerned, and some have important roles to play in events yet to unfold. The Harpers The Harpers are spellcasters and spies who covertly oppose the abuse of power, magical or otherwise
lost souls to its organization with the promise of a better life. Its agents are evil and grasping. When they are not gathering information for the kraken, they lurk in the shadows and indulge in
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
while holding a weapon. Response: The knight adds 2 to its AC against that attack, possibly causing it to miss.
Ogre Zombie Large Undead, Neutral Evil
AC 8 Initiative −2 (8)
HP 85 (9d10 + 36
through any opening large enough for a Tiny creature. The swarm can’t regain Hit Points or gain Temporary Hit Points.
Actions
Swarm of Grasping Hands. Melee Attack Roll: +4, reach 5 ft. Hit: 20
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, prestidigitation
1/day each: detect thoughts, suggestion, telekinesis
Bonus Actions
Creeping Gloom (Recharge 6). The fomorian momentarily conjures grasping darkness in a 30-foot-radius sphere centered on a
its next turn.
Reactions
Poisoning Rebuke (Requires Blood Rune). In response to being damaged by a creature the fomorian can see within 60 feet of itself, the fomorian forces that creature to make
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, prestidigitation
1/day each: detect thoughts, suggestion, telekinesis
Bonus Actions
Creeping Gloom (Recharge 6). The fomorian momentarily conjures grasping darkness in a 30-foot-radius sphere centered on a
its next turn.
Reactions
Poisoning Rebuke (Requires Blood Rune). In response to being damaged by a creature the fomorian can see within 60 feet of itself, the fomorian forces that creature to make
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
while holding a weapon. Response: The knight adds 2 to its AC against that attack, possibly causing it to miss.
Ogre Zombie Large Undead, Neutral Evil
AC 8 Initiative −2 (8)
HP 85 (9d10 + 36
through any opening large enough for a Tiny creature. The swarm can’t regain Hit Points or gain Temporary Hit Points.
Actions
Swarm of Grasping Hands. Melee Attack Roll: +4, reach 5 ft. Hit: 20
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
acts as the police force for all of Ravnica. The Azorius NPCs table summarizes key roles within this force. Statistics for these NPCs are found in the Monster Manual unless the table states otherwise
the elite Sunhome Guard protects the legion’s headquarters. The Boros NPCs table summarizes key roles within these forces. Statistics for these NPCs are found in the Monster Manual unless the table
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
cauldron to neutralize the archfey and most of her court, the hags of the Hourglass Coven left the League of Malevolence in the palace to guard the cauldron. Only three members of the league—Kelek
banquet hall, hoping to keep her out of his way until the Hourglass Coven can deal with her. Dubhforgail has eaten nearly all the palace’s food, yet her appetite remains insatiable. She has no regard
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
acts as the police force for all of Ravnica. The Azorius NPCs table summarizes key roles within this force. Statistics for these NPCs are found in the Monster Manual unless the table states otherwise
the elite Sunhome Guard protects the legion’s headquarters. The Boros NPCs table summarizes key roles within these forces. Statistics for these NPCs are found in the Monster Manual unless the table