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Returning 35 results for 'creature remaining grasping to have read'.
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Monsters
Monster Manual
of Grasping Hands", "rollDamageType":"Necrotic"} Necrotic damage if the swarm is Bloodied. If the target is a Medium or smaller creature, it has the Prone condition.Necrotic, PoisonBludgeoning, Piercing, Slashing
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can’t regain Hit Points or gain
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
Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.
Each
creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to
Spells
Player’s Handbook
.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the Grappled condition, with an escape DC
. Make a melee spell attack. On a hit, the target takes 5d8 Force damage.
Forceful Hand. The hand attempts to push a Huge or smaller creature within 5 feet of it. The target must succeed on a Strength
Magic Items
Dungeon Master’s Guide
and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.
You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.
Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with
Magic Items
Dungeon Master’s Guide
tome are filled with indecipherable scrawls. The remaining pages are blank.
While attuned to this item, you can use it as a Spellbook and an Arcane Focus. In addition, while holding the tome, you can
again until the next dawn.
Only you can remove the tongue from the book’s cover. If you do so, all spells written in the book are permanently erased.
Vecna watches anyone using this tome and can write cryptic messages in it. These messages typically fade away after they are read.
Spells
Player’s Handbook
Until the spell ends, one willing creature you touch has Immunity to Psychic damage and the Charmed condition. The target is also unaffected by anything that would sense its emotions or alignment
, read its thoughts, or magically detect its location, and no spell—not even Wish—can gather information about the target, observe it remotely, or control its mind.
Monsters
Monster Manual
.
Read Thoughts. The doppelganger casts Detect Thoughts, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 12).
Unsettling Visage (Recharge 6);{"diceNotation
":"1d6", "rollType":"recharge", "rollAction":"Unsettling Visage"}. Wisdom Saving Throw: DC 12, each creature in a 15-foot Emanation originating from the doppelganger that can see the doppelganger. Failure
Monsters
Monster Manual
Shielded Mind. The couatl’s thoughts can’t be read by any means, and other creatures can communicate with it telepathically only if it allows them.Bite. Melee Attack Roll: +7
, and the target has the Poisoned condition until the end of the couatl’s next turn.
Constrict. Strength Saving Throw: DC 15, one Medium or smaller creature the couatl can see within 5 feet
Monsters
Monster Manual
’s thoughts can’t be read by any means, and magic can’t detect its location or observe it remotely.Tentacle. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit
Throw: DC 10, one creature the flumph can see within 15 feet. Failure: The target is coated in a foul-smelling liquid, exudes a stench for 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction
Magic Items
Dungeon Master’s Guide
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can
in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.
Spells
Player’s Handbook
of yourself that belong to creatures that know languages or are telepathic. You don’t read the thoughts, but you know that a thinking creature is present.
The spell is blocked by 1 foot of stone
, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Read Thoughts. Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with
Magic Items
Dungeon Master’s Guide
Each Scroll of Protection works against creatures of a specific creature type chosen by the DM or determined by rolling on the following table.
1d100
Creature Type
01-10
Scroll of
(Oozes);Oozes
86-90
Scroll of Protection (Plants);Plants
91-00
Scroll of Protection (Undead);Undead
Using a Magic action to read the scroll creates a 5-foot Emanation originating
Magic Items
Dungeon Master’s Guide
When you take a Magic action to read this scroll, a particular titan named in the scroll appears in an unoccupied space on the ground or in water that you can see within 1 mile of yourself. The DM
picks a suitable titan or determines it randomly by rolling on the table below (see the Monster Manual for the creature’s stat block).
The titan is Hostile toward all other creatures and
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.
Magic Items
Dungeon Master’s Guide
that tries to read from the book takes 24d6 Radiant damage. This damage ignores Resistance and Immunity, and it can’t be reduced or avoided by any means. A creature reduced to 0 Hit Points by
’s authors filled the pages with their own visions of true virtue, providing guidance for defeating evil.
The Book of Exalted Deeds rarely lingers in one place. As soon as the book is read, it
Spells
Player’s Handbook
script that is unintelligible. Alternatively, the illusion can alter the meaning, handwriting, and language of the text, though the language must be one you know.
If the spell is dispelled, the original script and the illusion both disappear.
A creature that has Truesight can read the hidden message.
Spells
Player’s Handbook
is real.
Each time a creature hits you with an attack roll during the spell’s duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the
duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.
Monsters
Monster Manual
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
moves up to its Speed and can move through the spaces of Huge or smaller creatures and objects. Strength Saving Throw: DC 23, each creature or object whose space the blob enters for the first time
Magic Items
Dungeon Master’s Guide
creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.
d20
Golem
Time
Cost
1-5
Manual of Clay Golems
30 days
65,000 GP
6-17
Manual of
Magic Items
Dungeon Master’s Guide
.
Taking Fire Damage. Roll 1d20 if you are wearing the helm and take Fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems
and is then destroyed. Each creature within a 60-foot Emanation originating from you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking Radiant damage equal to the number of gems in the helm.
Spells
Player’s Handbook
any remaining damage carries over to that form.
Using a Higher-Level Spell Slot. The creature’s Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot
.
Each target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit Points
Spells
Player’s Handbook
You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the
as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. If something can see the sensor, it appears as a luminous orb about the size of your fist
Magic Items
Dungeon Master’s Guide
within 10 feet of the wand is destroyed.
Any creature besides Orcus that tries to attune to the wand makes a DC 17 Constitution saving throw. On a successful save, the creature takes 10d6 Necrotic damage
. On a failed save, the creature dies and, if it is a Humanoid, turns into a Zombie.
Magic Weapon. You can wield the wand as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made
Monsters
Icewind Dale: Rime of the Frostmaiden
.
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
":"Force Fist","rollDamageType":"force"} force damage. If the target is a Large or smaller creature, the living spell can move it up to 5 feet and move with it, without provoking opportunity attacks
Magic Items
Dungeon Master’s Guide
’s blank pages, which fills with writing detailing the trapped creature’s widely known name and depravities. Once used, this action can’t be used again until the next dawn.
When you
finish a Long Rest, if you and the Demonomicon are on the same plane of existence, one trapped creature within the book can attempt to possess you. You make a DC 20 Charisma saving throw. On a failed
Magic Items
Dungeon Master’s Guide
you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.
Once a card is drawn, it disappears. Unless the card is the Fool or
ally with its attacks. You and your allies can each summon only one avatar as a consequence of this draw. A creature slain by an avatar can’t be restored to life.
Avatar of Death
Medium Undead
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
","rollAction":"Grasping Limbs","rollDamageType":"necrotic"} necrotic damage on a failed save. The creature is freed if it succeeds on this saving throw, the swarm moves out of the creature’s space
Magic Items
Out of the Abyss
Lost for ages in the Underdark, Dawnbringer appears to be a gilded longsword hilt. While grasping the hilt, you can use a bonus action to make a blade of pure radiance spring from the hilt, or cause
the blade to disappear. Dawnbringer has all the properties of a sun blade.
While holding the weapon, you can use an action to touch a creature with the blade and cast lesser restoration on that
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain
temporary hit points.
Telepathic Shroud. The swarm is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells.Bites. Melee Weapon Attack: +5
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
Mordenkainen Presents: Monsters of the Multiverse
points remaining.
Shortbow. Ranged Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Shortbow"} to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2
blue field
3
Hunting horn banded in gold on a gray field
4
Raised fist grasping an anchor on a quartered field of blue and white
5
Turtle with crenelated tower on its shell on a
Monsters
Curse of Strahd
","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
False Appearance. If the blight is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the blight move or act, that creature must
Monsters
Planescape: Adventures in the Multiverse
stone. Each creature of the dabus’s choice in that area must succeed on a DC 13 Dexterity saving throw or take 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Grasping Ground
pictures that float in the air in front of itself and disappear a few seconds later. A creature that can see such a message can decipher it with a successful DC 10 Intelligence (Investigation) check
Monsters
The Book of Many Things
and other magical effects.
Thought Shield. The hierophant’s thoughts can’t be read by any means unless the hierophant allows it.Multiattack. The hierophant makes two Herald’s Axe
centered on a point the hierophant can see within 60 feet of itself. Each creature within the sphere has the blinded and deafened conditions. Each creature that enters the sphere for the first time on a