Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'crawl remove grappling to have reaction'.
Other Suggestions:
crown remove grasping to have reaction
claws remove grasping to have reaction
call remove grappling to have reaction
call remove grasping to have reaction
crown remove grappling to have reaction
Magic Items
Dungeon Master’s Guide
, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one.
If you remove a bean from the bag, plant it in dirt or sand, and then water
campfire with green flames springs forth and burns for 24 hours or until it is extinguished.
41–50
Three Shrieker Fungus;Shrieker Fungi sprout.
51–60
1d4 + 4 bright-pink toads crawl
Monsters
Spelljammer: Adventures in Space
start of each of the gaj’s turns. While it is grappling a creature, the gaj can’t use its mandibles to attack other creatures.
Mind-Probing Antennae. The gaj targets one creature
success.Disgorged from the Far Realm, Gaj are hideous hunters that prey on other life forms. They crawl on six insectile legs and attack with their mandibles. They ambush prey by burying themselves under sand or
Monsters
Mordenkainen Presents: Monsters of the Multiverse
meazel can’t make weapon attacks while grappling a creature in this way.
Shortsword. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Shortsword"} to hit, reach 5
, any equipment it is wearing or carrying, and any creature it is grappling teleport to an unoccupied space within 500 feet of it, provided that the starting space and the destination are in dim light or
Magic Items
Tasha’s Cauldron of Everything
This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it.
The emblem has 3 charges. When you or a creature
you can see within 30 feet of you suffers a critical hit while you’re wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead.
The emblem regains all expended charges daily at dawn.
Monsters
Planescape: Adventures in the Multiverse
Boundless Movement. The farastu ignores difficult terrain, and magical effects can’t reduce its speed. It can spend 5 feet of movement to automatically remove the grappled condition from itself
", "rollType":"to hit", "rollAction":"Bite"} to hit (with advantage against a creature the farastu is grappling), reach 5 ft., one target. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5", "rollType":"damage
Monsters
The Wild Beyond the Witchlight
, protection from evil and good
1/day each: lesser restoration, remove curse, zone of truthProtect Another. When a creature Strongheart can see attacks another creature that is within 5 feet of him
, Strongheart can use his reaction to impose disadvantage on the attack roll, provided he is carrying a shield.Strongheart is a fearless seeker of justice, risking his life to ensure that good triumphs over
Yeenoghu
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
","rollDamageType":"piercing"} piercing damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained
condition.
Each gnoll or hyena that Yeenoghu can see can use its reaction to move up to its speed.
Until the next initiative count 20, all gnoll;gnolls and hyena;hyenas within the lair are enraged
Monsters
Mordenkainen Presents: Monsters of the Multiverse
damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained condition.
Pack Rush. Each gnoll
or hyena that Yeenoghu can see can use its reaction to move up to its speed.
Regional Effects
The region containing Yeenoghu’s lair is warped by his magic, creating one or more of the
Monsters
The Wild Beyond the Witchlight
as the spellcasting ability (spell save DC 14):
At will: detect magic
2/day each: create food and water, polymorph, remove curse
1/day: plane shift (self only)Younger than Skabatha and older than
dawn, when the coven regains all of its shared spells.
Swallow. Bavlorna swallows a Small or smaller creature she is grappling, ending the grapple on it. The swallowed creature is blinded and
Magic Items
The Book of Many Things
energy. You have disadvantage on initiative rolls. This effect lasts until you finish a long rest, but it can be ended early by a Remove Curse spell or similar magic.
End. This card is an omen of
reduction lasts until you finish a long rest, but it can be ended early by a Remove Curse spell or similar magic.
Isolation. You disappear, along with anything you are wearing or carrying, and become
monsters
":"2d4", "rollType":"damage", "rollAction":"Thorns", "rollDamageType":"Piercing"} Piercing damage to any creature it is grappling or any creature grappling it.Multiattack. The woodwarped makes two Claw
Points, only has the Claw action, lacks this Reaction, and takes its turn on the original woodwarped’s Initiative.Whispered among forest dwellers is the tale of a cursed vine, said to creep into the
monsters
Animal Mask. The chosen wears the mask of an animal, imbuing it with the strength of the old gods. When a creature is grappling the chosen, the creature can remove the mask as an action, or as an
monsters
creatures it can see. Each of the chosen creatures can take a Reaction to move up to its Speed, and each creature gains Advantage on the next attack roll it makes before the greater crawling one’s next
scavengers of earth wax crafty to vex it and swell monstrous to plague it. Great holes secretly are digged where earth’s pores ought to suffice, and things have learnt to walk that ought to crawl
monsters
take Reaction;Reactions, and its AC is reduced by 4.
Storied Form. The reveler takes on a specific form: Great Beast, Hero, or Witch. The form determines certain traits and the theme of stories the
Storied Form:
Consuming Bite (Great Beast Only). Constitution Saving Throw: DC 17, one creature within 5 feet (with Disadvantage if the reveler is grappling the target). Failure: 36 (8d8);{"diceNotation
monsters
Command. The lesser crawling one chooses up to three willing Undead or Mythos creatures it can see. Each of the chosen creatures can take a Reaction to move up to its Speed, and each creature gains
’s pores ought to suffice, and things have learnt to walk that ought to crawl.
—H.P. Lovecraft, The Festival
A crawling one is composed of thousands of worms and maggots. Each worm is
Bag of Beans
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
fire ignites flammable objects in the area that aren't being worn or carried.
If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later
;shriekers sprout
51-60
1d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the GM's choice. The monster remains for 1 minute, then
monsters
succeed instead.
Reactive. The lord can take one Reaction on every turn of combat.Multiattack. The lord makes two attacks, using Ribbon or Joy Buzzer in any combination. If the lord has cast Project
creature the lord is grappling. Failure: 22 (4d10);{"diceNotation":"4d10", "rollType":"damage", "rollAction":"ribbon dance", "rollDamageType":"Bludgeoning"} Bludgeoning damage. Success: Half damage
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
emblem to a suit of armor or a shield or remove it. The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you’re wearing the armor or wielding the
shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead. The emblem regains all expended charges daily at dawn.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
The longsword is easy to remove from the armor stand, requiring no ability check. A detect magic spell reveals that the sword is magical. It sheds dim light in a 10-foot radius. It also carries a
curse that prevents its wielder from dropping it. If the blade is pried from its wielder’s grasp, it instantly teleports back into the wielder’s hand. The curse can be ended by casting a remove curse
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
The longsword is easy to remove from the armor stand, requiring no ability check. A detect magic spell reveals that the sword is magical. It sheds dim light in a 10-foot radius. It also carries a
curse that prevents its wielder from dropping it. If the blade is pried from its wielder’s grasp, it instantly teleports back into the wielder’s hand. The curse can be ended by casting a remove curse
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
emblem to a suit of armor or a shield or remove it. The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you’re wearing the armor or wielding the
shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead. The emblem regains all expended charges daily at dawn.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
up. You can’t stand up if you don’t have enough movement left or if your speed is 0. To move while prone, you must crawl or use magic such as teleportation. Every foot of movement while crawling
your movement and action:
draw or sheathe a sword open or close a door withdraw a potion from your backpack pick up a dropped axe take a bauble from a table remove a ring from your finger stuff
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
up. You can’t stand up if you don’t have enough movement left or if your speed is 0. To move while prone, you must crawl or use magic such as teleportation. Every foot of movement while crawling
your movement and action:
draw or sheathe a sword open or close a door withdraw a potion from your backpack pick up a dropped axe take a bauble from a table remove a ring from your finger stuff
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
up. You can't stand up if you don't have enough movement left or if your speed is 0. To move while prone, you must crawl or use magic such as teleportation. Every foot of movement while crawling
your movement and action:
draw or sheathe a sword open or close a door withdraw a potion from your backpack pick up a dropped axe take a bauble from a table remove a ring from your finger stuff
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
up. You can't stand up if you don't have enough movement left or if your speed is 0. To move while prone, you must crawl or use magic such as teleportation. Every foot of movement while crawling
your movement and action:
draw or sheathe a sword open or close a door withdraw a potion from your backpack pick up a dropped axe take a bauble from a table remove a ring from your finger stuff
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Gaj Disgorged from the Far Realm, Gaj are hideous hunters that prey on other life forms. They crawl on six insectile legs and attack with their mandibles. They ambush prey by burying themselves
grapple ends, the target takes 10 (2d6 + 3) slashing damage at the start of each of the gaj’s turns. While it is grappling a creature, the gaj can’t use its mandibles to attack other creatures
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Gaj Disgorged from the Far Realm, Gaj are hideous hunters that prey on other life forms. They crawl on six insectile legs and attack with their mandibles. They ambush prey by burying themselves
grapple ends, the target takes 10 (2d6 + 3) slashing damage at the start of each of the gaj’s turns. While it is grappling a creature, the gaj can’t use its mandibles to attack other creatures
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
weapon attacks while grappling a creature in this way.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) necrotic damage.
Shadow
Teleport (Recharge 5–6). The meazel, any equipment it is wearing or carrying, and any creature it is grappling teleport to an unoccupied space within 500 feet of it, provided that the starting space and
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
weapon attacks while grappling a creature in this way.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) necrotic damage.
Shadow
Teleport (Recharge 5–6). The meazel, any equipment it is wearing or carrying, and any creature it is grappling teleport to an unoccupied space within 500 feet of it, provided that the starting space and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
ignores difficult terrain, and magical effects can’t reduce its speed. It can spend 5 feet of movement to automatically remove the grappled condition from itself.
Magic Resistance. The farastu has
advantage against a creature the farastu is grappling), reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 24 (7d6) acid damage.
Spellcasting. The farastu casts one of the following spells
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
ignores difficult terrain, and magical effects can’t reduce its speed. It can spend 5 feet of movement to automatically remove the grappled condition from itself.
Magic Resistance. The farastu has
advantage against a creature the farastu is grappling), reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 24 (7d6) acid damage.
Spellcasting. The farastu casts one of the following spells
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.
Gloves of Missile
reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.
Gloves of Missile
reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach. You can avoid provoking an
opportunity attack by taking the Disengage action. You also don’t provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach. You can avoid provoking an
opportunity attack by taking the Disengage action. You also don’t provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction