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Returning 35 results for 'grasp charm living'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
them valuable guides, and their insights can help other stone giants grasp the dangers of living in a dream.
Dreamwalkers become divorced from reality by isolation, shame, and their unendingly alien
Dreamwalkerâs Charm. An enemy that starts its turn within 30 feet of the giant must make a DC 13 Charisma saving throw, provided that the giant isnât incapacitated. On a failed save, the
Monsters
Journeys through the Radiant Citadel
together, whereupon the soul shaker reforms and regains all its hit points.
Unusual Nature. The soul shaker doesnât require air, food, drink, or sleep.Crushing Grasp. Melee Weapon Attack: +7
;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Crushing Grasp"} to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5);{"diceNotation":"2d8+5","rollType":"damage","rollAction":"Crushing Grasp
Monsters
Icewind Dale: Rime of the Frostmaiden
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, disguise self, magic
missile*
2nd level (2 slots): invisibility, levitate, phantasmal force
*See âActionsâ below.Shocking Grasp (Cantrip). Melee Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction
Monsters
Guildmastersâ Guide to Ravnica
, shocking grasp
1st level (4 slots): guiding bolt, shield, thunderwave, witch bolt
2nd level (3 slots): blur, levitate
3rd level (2 slots): lightning boltLongsword. Melee Weapon Attack: +5;{"diceNotation
described as living thunderstorms, reckoners charge their bodies with lightning that bursts forth in their spells and lashes out at enemies who harm them. Many reckoners are minotaurs.
Monsters
Princes of the Apocalypse
following wizard spells prepared:
Cantrips (at will): chill touch, minor illusion, prestidigitation, shocking grasp
1st level (4 slots): false life, mage armor, magic missile, ray of sickness
2nd level
(3 slots): crown of madness, misty step
3rd level (3 slots): animate dead, vampiric touch
Swift Animation (Recharges after a Long Rest). When a living Medium or Small humanoid within 30 feet of
Monsters
Icewind Dale: Rime of the Frostmaiden
spell attacks). He has the following wizard spells prepared:
Cantrips (at will): acid splash,* light, minor illusion, shocking grasp*
1st level (4 slots): detect magic, disguise self, magic missile
âActionsâ below.Shocking Grasp (Cantrip). Melee Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Shocking Grasp"} to hit, reach 5 ft., one creature (the attack roll
Monsters
Tomb of Annihilation
supernatural charm of the DMâs choice. See the Dungeon Masterâs Guide for information on supernatural charms.
Natural Shelter. The chwinga magically takes shelter inside a rock, a living
Monsters
Bigby Presents: Glory of the Giants
.
Siege Monster. The scion deals double damage to objects and structures.Multiattack. The scion makes one Crystal Club attack and two Slam attacks, then uses Entombing Grasp if available
creature takes half as much damage only.
Entombing Grasp (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Entombing Grasp"}. The scion wreathes its hand in petrifying magic and
Monsters
Waterdeep: Dungeon of the Mad Mage
to water and is destroyed.
Charm. A creature can grab the staff out of the air with a successful grapple check against the staff, and grappling the staff does not reduce the creature's speed. Any
creature that successfully grapples the staff must succeed on a DC 12 Charisma saving throw or be charmed by the staff until the staff is no longer in its grasp. While the creature is charmed, the staff
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Undead.Multiattack. The alhoon makes two Chilling Grasp or Arcane Bolt attacks.
Chilling Grasp. Melee Spell Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Chilling Grasp"} to hit
, reach 5 ft., one target. Hit: 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Chilling Grasp", "rollDamageType":"cold"} cold damage, and the alhoon regains 14 hit points.
Arcane
Monsters
Princes of the Apocalypse
grasp
1st level (4 slots): charm person, feather fall, mage armor, thunderwave
2nd level (3 slots): dust devil,* gust of wind, invisibility
3rd level (3 slots): fly, gaseous form, lightning bolt
4th
Monsters
Eberron: Rising from the Last War
mark, replacing the spells in the stat block's Innate Spellcasting trait.
Aberrant Dragonmark Innate Spells
d6
At Will
1/Day
1
Fire bolt (2d10)
Burning hands (3d6)
2
Shocking grasp (2d8
)
Chromatic orb (4d8)
3
Poison spray (2d12)
Ray of sickness (3d8)
4
Friends
Charm person (two creatures)
5
Minor illusion
Thunderwave (2d8)
6
Dancing lights
Sleep (7d8)
Monsters
Vecna: Eve of Ruin
plus 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction":"Slam", "rollDamageType":"necrotic"} necrotic damage.
âTheir existence mocks the living. Their roses mock the knights
as a guardian. Its name derives from the preserved black rose the bearer carries inside a delicate bell jar. The slightest jostle can cause the bearer to lose its grasp on the bell jar, destroying
Orcus
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
Prince of Undeath, known as the Blood Lord. He takes some pleasure in the sufferings of the living, but far prefers the company and service of the undead. His desire is to see all life quenched and the
. The least of these become ghoul;ghouls and zombie;zombies who serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate the dead
Monsters
Mordenkainen Presents: Monsters of the Multiverse
known as the Blood Lord. While he takes pleasure in the sufferings of the living, he far prefers the company and service of Undead. His desire is to see all life quenched and the multiverse transformed
become ghoul;ghouls and zombie;zombies (both appear in the Monster Manual) that serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate
Monsters
Tyranny of Dragons
, ray of frost
1st level (4 slots): charm person, detect magic, shield, thunderwave
2nd level (3 slots): cloud of daggers, hold person, see invisibility
3rd level (3 slots): animate dead, dispel
; the mummy lord canât use the same effect two rounds in a row.
Each undead creature in the lair can pinpoint the location of each living creature within 120 feet of it until initiative count 20
Dryad
Legacy
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Monsters
Basic Rules (2014)
one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or
","rollType":"damage","rollAction":"Club","rollDamageType":"bludgeoning"} bludgeoning damage with shillelagh.
Fey Charm. The dryad targets one humanoid or beast that she can see within 30 feet of her. If
Evil Mage
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Monsters
Lost Mine of Phandelver
hit with spell attacks). The mage knows the following spells from the wizardâs spell list:
Cantrips (at will): light, mage hand, shocking grasp
1st Level (4 slots): charm person, magic
Blue Abishai
Legacy
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Monsters
Mordenkainenâs Tome of Foes
","rollAction":"Spellcasting"} to hit with spell attacks). The 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 retreat, magic missile, charm person, thunderwave
2nd level (3 slots): darkness, mirror image, misty step
3rd level (3 slots): dispel magic, fear
Sibriex
Legacy
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Monsters
Mordenkainenâs Tome of Foes
save DC 21). It can innately cast the following spells, requiring no material components:
At will: charm person, command, dispel magic, hold monster
3/day: feeblemind
Legendary Resistance (3/Day). If the
reaches 6 levels of exhaustion, it dies and instantly transforms into a living abyssal wretch under the sibriex's control. The transformation of the body can be undone only by a wish spell.The sibriex can
Monsters
Mordenkainen's Fiendish Folio Volume 1
, chaotic, and temperamental nature they all share. When its diabolical aspect shines through, a forlarren is a cunning, calculating, and brutal enemy. It might use its natural charm to worm its way
, set itself up as a petty lord, and rule over all those who fall into its grasp.
A Sinister Cycle. A forlarren in its fey aspect demonstrates self-destructive urges that reflect the inherent tension in
Monsters
Mordenkainen's Fiendish Folio Volume 1
green hag to transform her ogre minions into more useful servants. All crab folk that now exist are descended from those original creations, with most living in small, isolated clutches. Though they
deeply embedded magical compulsion to obedience.
Treasure Hungry. The hag had a particular love of silver, and was loath to allow even the smallest bit of that metal to slip through her grasp. Her
Wand of Orcus
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Magic Items
Dungeon Masterâs Guide (2014)
The ghastly Wand of Orcus rarely leaves Orcusâs side. The device, as evil as its creator, shares the demon lordâs aims to snuff out the lives of all living things and bind the Material
Plane in the stasis of undeath. Orcus allows the wand to slip from his grasp from time to time. When it does, it magically appears wherever its master senses an opportunity to achieve some fell goal
Backgrounds
Guildmastersâ Guide to Ravnica
You are a member of a blessed community, built on the ideals of harmony. Here, nature and civilization coexist peacefully, living and growing in accordance with the will of the Worldsoul, Mat&rsquo
are added to all of them.)
Selesnya Guild Spells
Spell Level
Spells
Cantrip
druidcraft, friends
1st
aid, animal friendship, charm person
2nd
animal
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
, shocking grasp
1st Level (4 slots): charm person, magic missile
2nd Level (3 slots): hold person, misty step
Actions
Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 3 (1d8 â 1) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
surface world makes them valuable guides, and their insights can help other stone giants grasp the dangers of living in a dream. Dreamwalkers become divorced from reality by isolation, shame, and their
unendingly alien surroundings, and this delirium leaches out into the world around them, affecting other creatures that get too close. Believing that theyâre living in a dream and that their actions
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
supernatural charm of the DMâs choice. See the Dungeon Masterâs Guide for more information on supernatural charms.
Natural Shelter. The chwinga magically takes shelter inside a rock, a living plant, or a
chwingas living in Icewind Dale or other cold regions can bestow using their Magical Gift action. Charm of Biting Cold. This charm has 3 charges. As a bonus action, you can expend 1 of the charmâs charges
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
too slow to escape its grasp. Dark Servants. Sinister necromantic magic infuses the remains of the dead, causing them to rise as zombies that do their creatorâs bidding without fear or hesitation. They
any formerly living creature can be imbued with a semblance of life. Necromantic magic, usually from spells, animates a zombie. Some zombies rise spontaneously when dark magic saturates an area. Once
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Prestidigitation
Ray of Frost
Shocking Grasp
True Strike
1st Level Burning Hands
Charm Person
Chromatic Orb
Color Spray
Comprehend Languages
Detect Magic
Disguise Self
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
(conjuration)
2nd Level
Aganazzarâs scorcher (evocation)
Dragonâs Breath (transmutation)
Dust devil (conjuration)
Earthbind (transmutation)
Maximilianâs earthen grasp (transmutation)
Mind
Charm monster (enchantment)
Sickening radiance (evocation)
Storm sphere (evocation)
Vitriolic sphere (evocation)
Watery sphere (conjuration)
5th Level
Control winds (transmutation
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Shocking Grasp
True Strike
1st Level
Burning Hands
Charm Person
Color Spray
Comprehend Languages
Detect Magic
Disguise Self
Expeditious Retreat
False Life
Feather Fall
Fog
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
)
Maximilianâs earthen grasp (transmutation)
Mind spike (divination)
Pyrotechnics (transmutation)
Shadow blade (illusion)
Skywrite (transmutation, ritual)
Snillocâs snowball swarm (evocation
)
4th Level
Charm monster (enchantment)
Elemental bane (transmutation)
Sickening radiance (evocation)
Storm sphere (evocation)
Summon greater demon (conjuration)
Vitriolic sphere
Compendium
- Sources->Dungeons & Dragons->Monster Manual
own corpses as they pursue ambitions free from mortal bonds. Liches possess exceptional cunning and magical prowess, and they use their unnatural immortality to pursue arcane secrets few could grasp in
resemble living creatures and are clad in contemporary garb. Many cloak themselves in illusions of their idealized mortal forms. Although liches donât fear death, theyâre not free from the ravages of time
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. Learning more from her requires effective roleplaying to win her over, as well as a successful DC 13 Charisma (Persuasion) check. Inside the Apartment Doña Rosaâs tiny apartment consists of a living room
and a bedroom. Living Room. A corner of the living room features an ofrenda with the portrait of a stern-looking man on top. If asked, Rosa identifies the man as her late husband and Serapioâs
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Thieves in the Wind When the characters find a town that has chwingas living in or near it, the flame in the lantern of tracking (elementals) turns green as they approach the edge of town, whereupon
, assuming it has been well treated, it bestows a supernatural charm upon the character (see âSupernatural Giftsâ in the Dungeon Masterâs Guide for more information). The charm can be any one of the






