Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 35 results for 'grasp canceled location'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        grasp channeled locations
                                    
                                
                                    
                                        grasp cancel location
                                    
                                
                                    
                                        glass concealed location
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                    ","rollType":"roll","rollAction":"Reconstruction"}) days, if at least two of those crawling claw;crawling claws are alive, they teleport to the location of the soul shaker’s death and merge
                                                
                                            
                                                
                                                     together, whereupon the soul shaker reforms and regains all its hit points.
Unusual Nature. The soul shaker doesn’t require air, food, drink, or sleep.Crushing Grasp. Melee Weapon Attack: +7
                                                
                                            
                                        
                                                     Monsters
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                     phylactery, the location of which is hidden.
Spellcasting. Acererak is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 23, +15;{"diceNotation":"1d20+15","rollType":"to hit
                                                
                                            
                                                
                                                    ","rollAction":"Spellcasting"} to hit with spell attacks). Acererak has the following wizard spells prepared:
Cantrips (at will): mage hand, ray of frost, shocking grasp
1st level (at will): ray of
                                                
                                            
                                        
                                                    Ioun Stone
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone
                                                
                                            
                                                
                                                     canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't
                                                
                                            
                                        
                                                    Morkoth
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     grasp
1st level (4 slots): detect magic, identify, shield, witch bolt
2nd level (3 slots): darkness, detect thoughts, shatter
3rd level (3 slots): dispel magic, lightning bolt, sending
4th level (3 slots
                                                
                                            
                                                
                                                     each of its turns to enter the lair and to move toward the morkoth's location (the target doesn't realize it's heading toward a creature). The target moves toward the morkoth by the most direct route
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    , once the characters learn about the existence of Vecna’s Grasp, each of them can use an action to transport themself to or from area E1, provided the location they’re coming from or traveling to isn’t
                                                
                                            
                                                
                                                    Vecna’s Grasp Features Areas in Vecna’s Grasp have the following features. Ceilings The ceiling is 40 feet high in area E1 and 10 feet high in the tunnels leading away from that cavern. Lighting
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    , another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You
                                                
                                            
                                                
                                                     you. Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     Destination   1–3 The teleport trap in area 5b 4–6 The teleport trap in area 11 7–20 The teleport trap in area 40c  Additional Effect: Shearing Flame. When a creature is teleported to this location from
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    , another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You
                                                
                                            
                                                
                                                     you. Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     smaller creature depends on the smaller creature’s location, and is left to your discretion. The larger creature can dislodge the smaller creature as an action—knocking it off, scraping it against a
                                                
                                            
                                                
                                                     ability to use. Disarm A creature can use a weapon attack to knock a weapon or another item from a target’s grasp. The attacker makes an attack roll contested by the target’s Strength (Athletics) check
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    Su-monster Su-monsters are cunning, wicked primates that inhabit forsaken wilderness areas and caves. Adults stand 5 feet tall and have long prehensile tails. Although they can grasp tools and
                                                
                                            
                                                
                                                     communicate silently by using their prehensile tails to make gestures. They typically kill more than they can eat, burying the leftovers and marking their location with the victim’s possessions. Su-monster
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     characters first meet Vlonwelv and her retinue, roll a d20 and consult the following table:  d20 Vlonwelv’s Location   1–5 Area 25b 6–15 Area 26 16–20 Area 27a  Treasure. Vlonwelv wears two webbed
                                                
                                            
                                                
                                                     adopted daughter close by. When determining Vlonwelv’s starting location, assume Zress accompanies her. If you have Mordenkainen’s Tome of Foes, use the drow house captain stat block in that book to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     embers easily slip through the grasp of mage hand spells and other magical effects, but a creature within reach of the brazier can use an action to try to catch an ember, doing so with a successful DC 20
                                                
                                            
                                                
                                                     teleport trap in this room lie unharmed at the bottom of the pit. Teleport Trap This trap fills the alcove. A creature teleported by this trap arrives at a location determined by rolling a d20 and consulting
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     “Teleport Traps”). A creature teleported by this trap arrives at a location determined by rolling a d20 and consulting the following table:  d20 Teleport Destination   1–10 The teleport trap in area 19 11–15
                                                
                                            
                                                
                                                     spell or similar magic reveals its magical properties. A creature with the skull in its possession is invisible to mind flayers, as is anything the creature is wearing or carrying. The skull crumbles to dust and is destroyed 1d10 days after leaving the statue’s grasp.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that
                                                
                                            
                                                
                                                     reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled. You can use this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     appears within 5 feet of Acererak’s phylactery, the location of which is hidden.
 Spellcasting. Acererak is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 23, +15 to
                                                
                                            
                                                
                                                     hit with spell attacks). Acererak has the following wizard spells prepared:
 Cantrips (at will): mage hand, ray of frost, shocking grasp
 1st level (at will): ray of sickness, shield
 2nd level (at
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     doorway that anyone who knows Dwarvish or Giant can translate: The present is like sand, ever flowing and escaping one’s grasp without mercy or respite. 
 The records in these rooms detail the
                                                
                                            
                                                
                                                     and incomplete, but characters can still get a rough idea about which demon lord arrived where. They can learn that Zuggtmoy might be on the move to an undisclosed location, or follow the ravaging
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                     benefits: Ability Score Increase. Increase an ability score of your choice by 1, to a maximum of 20. Grasp of Avarice. Once per turn, when you damage a creature you can see within 60 feet of yourself, you
                                                
                                            
                                                
                                                     Sense. You know the direction to the last planar portal you used while you and the portal are on the same plane of existence. Moreover, as an action, you can detect the location of any portals within
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     spell attacks). The morkoth has the following wizard spells prepared:
 Cantrips (at will): acid splash, mage hand, mending, ray of frost, shocking grasp
 1st level (4 slots): detect magic, identify
                                                
                                            
                                                
                                                     to move toward the morkoth’s location (the target doesn’t realize it’s heading toward a creature). The target moves toward the morkoth by the most direct route. As soon as it can see the morkoth, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     rarely speaks, but he crackles and roars with terrible laughter as anything combustible within his grasp bursts into flame and feeds his hate. Mortal beings are mere objects of contempt to Imix, and he
                                                
                                            
                                                
                                                     vulnerable to the influence of fire. This creates the following effects: A dry, baking heat wave strikes the region within 10 miles of Imix’s location. At first, effects are minor — grass turns brown
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     safer location than most other places in Ten-Towns. Companions. Avarice has a pair of loyal gargoyles named Gargle and Gurgle who serve her as bodyguards and scouts. Avarice uses her Rary’s telepathic
                                                
                                            
                                                
                                                     DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:
 Cantrips (at will): acid splash,* light, minor illusion, shocking grasp*
 1st level (2 slots): detect magic
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     goblins drank in a recent game of drink-or-dare. Rift in Reality. The rift leads into the Far Realm to a location called the Feeder Trenches. The Feeder Trenches are described in the “Far Realm Rifts
                                                
                                            
                                                
                                                     eventually become slaadi. Rift in Reality. The rift leads to a Far Realm location called Spawn Hollow. Spawn Hollow is described in the “Far Realm Rifts” section at the end of this chapter. X6
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     thing. Yanking the string from Feenia’s grasp releases the goblin child from the pact but also ages her 10 years for every bow that is attached to the kite. The most she can age is 50 years—enough to
                                                
                                            
                                                
                                                     Reacts. If the kite takes damage, but not enough to reduce it to 0 hit points, it uses its reaction to yank the string from Feenia’s grasp (causing Feenia to age as described above). On subsequent
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     them to reach a location from where they can deliver a fatal strike to their targets. Black Abishai
 Medium fiend (devil), lawful evil
 Armor Class 15 (natural armor)
 Hit Points 58 (9d8 + 18)
 Speed
                                                
                                            
                                                
                                                     abishai has the following wizard spells prepared:
 Cantrips (at will): friends, mage hand, message, minor illusion, shocking grasp
 1st level (4 slots): chromatic orb, disguise self, expeditious
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     orbiting Toril when it was pulled through a magic gate to its current location. It also reveals that the ship’s spelljamming helm vanished shortly thereafter (spirited away by a wish spell, though the
                                                
                                            
                                                
                                                     entwined around one another and the screaming elves in their grasp.
 Easel and Paintings. Resting on a wooden easel in the middle of the cabin is a half-finished canvas painting of a colorful alien
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     subterranean settings. Fear Incarnate. Meenlocks are spawned by fear. Whenever fear overwhelms a creature in the Feywild, or in any other location where the Feywild’s influence is strong, one or more meenlocks
                                                
                                            
                                                
                                                     with spell attacks). The alhoon has the following wizard spells prepared:
 Cantrips (at will): chill touch, dancing lights, mage hand, prestidigitation, shocking grasp
 1st level (4 slots): detect
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     ordning. They are considered outcasts, but their familiarity with the surface world makes them valuable guides, and their insights can help other stone giants grasp the dangers of living in a dream. Mad
                                                
                                            
                                                
                                                     appearing in any location it chooses within its lair. While dispersed, the giant can’t take any actions other than lair actions, and it can’t be targeted by attacks, spells, or other effects. The giant
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     and light within its area (see each area descriptions for details) and throughout the complex — in particular they help to obfuscate the location of the Phylactery Vault. A successful DC 10 Wisdom
                                                
                                            
                                                
                                                     overloaded, those gates will attune themselves to the location where the power of the Chosen is being directed — the vault itself. In order to create that overload, six black gates in other sectors must
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                     of the check to 15. Pool. The stream flows through the center of the cavern, growing somewhat wider and deeper until it reaches the southeast corner. The pool in that location is about 20 feet across
                                                
                                            
                                                
                                                     skeleton in rusted mail in the southern part of the room, and a narrow passageway leads to another small room beyond this one. A surprisingly bright sword gleams in the skeleton’s bony grasp.
  Hazard. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                     south or to the west, depending on location) each round. If it spends its action to make a DC 10 Strength (Athletics) check and the check is a success, it can reduce the distance traveled by the amount
                                                
                                            
                                                
                                                     ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). He has the following wizard spells prepared:
 Cantrips (at will): fire bolt, mage hand, minor illusion, shocking grasp
 1st
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     statue because of its location just inside the door and its lifelike appearance. V11. Upstairs Hall Lanterns hang from the rafters of this drafty hall. The staircase to the north descends 15 feet to area
                                                
                                            
                                                
                                                     horror that was fashioned on Avernus. The construct understands Infernal but can’t speak, and it is immune to the following spells: fire bolt, sacred flame, and shocking grasp. The only creatures
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     within 10 feet of the hulk takes that damage instead; the hulk takes none of the damage. In addition, the hulk’s thoughts and location can’t be discerned by magic.
 Actions
 Multiattack. The hulk
                                                
                                            
                                                
                                                     grasp the seer’s strange staff formed of a blend of flesh, bone, and star stuff. A star spawn seer is almost always accompanied by one or more star spawn hulks (also in this book). Not only is a hulk a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     this magic protects them from traps, but this action does not reveal the traps’ location. M19: Weavers’ Room This room contains a wooden loom and baskets containing spindles, yarn and thread, shears
                                                
                                            
                                                
                                                     sagging cowl. The hands of each statue grasp a ceremonial sconce that looks like it’s meant to hold a torch. A closed wooden cabinet stands against the east wall.
 A character who examines the chamber
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     ingots of refined adamantine from the forge, and the dwarves will lead them to the location of a crashed “flying boat” from some far-off land (see “Wreck of the Star Goddess"). The dwarves offer to stand
                                                
                                            
                                                
                                                     side of the magma river. The keys to the treasury were within the firenewts’ grasp. However, they failed to recognize the keys for what they were and incorporated them into a statue they built in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     dozen humanoids pack the cage, elemental water’s symbol raised in a scar on every brow. Tired hands grasp at the bars as the captives struggle to press their mouths above the water. Among the mass of
                                                
                                            
                                                
                                                    ; the number rolled determines of the location where the creature appears. For example, on a roll of 7, the creature teleports to the quipper pit in area P7. P20. Water Portal  An island rises from a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     some task that only the god can comprehend. Before this gathering begins, the elves who have been selected start to have powerful dreams and waking visions, urging them to travel to a certain location
                                                
                                            
                                                
                                                     life force — and in return, they revert back to their free, formless nature for a time. After this mystical communion, many elves have a deeper understanding of their origin and a firmer grasp of
                                                
                                            
                                        





