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                        Returning 35 results for 'grasp charming location'.
                    
                
                        
                            
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                                                     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 shakerâs death and merge
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    ":"roll", "rollAction":"Last Wish"} days, regaining all his hit points and appearing in a random safe location on the Infinite Staircase.
Legendary Resistance (5/Day). If Nafas fails a saving throw
                                                
                                            
                                                
                                                     staircase, Nafas is a benevolent host, welcoming his guests with feasts, musical performances, and charming tales over tea. However, those who abuse the djinniâs hospitality or seek to bind him
                                                
                                            
                                        
                                                    Morkoth
                                                    
    
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                                                     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 Vecnaâs Grasp, each of them can use an action to transport themself to or from area E1, provided the location theyâre coming from or traveling to isnât
                                                
                                            
                                                
                                                    Vecnaâs Grasp Features Areas in Vecnaâs 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->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   1â3 The teleport trap in area 5b 4â6 The teleport trap in area 11 7â20 The teleport trap in area 40c  Additional Effect: Shearing Flame. When a creature is teleported to this location from
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     smaller creature depends on the smaller creatureâs location, and is left to your discretion. The larger creature can dislodge the smaller creature as an actionâknocking 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 targetâs grasp. The attacker makes an attack roll contested by the targetâs Strength (Athletics) check
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    Major Items, Uncommon  Item Type Attune?   Adamantine armor Armor No Amulet of proof against detection and location Wondrous item Yes Bag of tricks Wondrous item No Boots of elvenkind Wondrous item
                                                
                                            
                                                
                                                     charming Wondrous item Yes Eyes of the eagle Wondrous item Yes Figurine of wondrous power (silver raven) Wondrous item No Gauntlets of ogre power Wondrous item Yes Gem of brightness Wondrous item No Gloves
                                                
                                            
                                        
                                                     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 victimâs 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 Vlonwelvâs Location   1â5 Area 25b 6â15 Area 26 16â20 Area 27a  Treasure. Vlonwelv wears two webbed
                                                
                                            
                                                
                                                     adopted daughter close by. When determining Vlonwelvâs starting location, assume Zress accompanies her. If you have Mordenkainenâs 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->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     estate. At the same time, you never know when this charming and innocuous area could be the site of a nefarious cult or a devilish plot.  Northedge Quarter: Noteworthy Locations   Location Description
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     âTeleport Trapsâ). A creature teleported by this trap arrives at a location determined by rolling a d20 and consulting the following table:  d20 Teleport Destination   1â10 The teleport trap in area 19 11â15
                                                
                                            
                                                
                                                     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 statueâs grasp.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                      Cards of Sending, Improved Rumor Mill 
   4  Always Hiring, Charming Introduction 
   Proficiencies and Starting Equipment As a rank 1 secretarian, you gain proficiency with one of the following of
                                                
                                            
                                                
                                                     it has no matching stone and allows communication with Head Office, specific secretarians you know, and the secretarian nearest your location. You must succeed on a DC 15 Intelligence (Arcana) check to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     against Detection and Location 02 Baba Yagaâs Dancing Broom 03â05 Bag of Holding 06â07 Bag of Tricks 08 Brooch of Shielding 09 Broom of Flying 10 Cap of Water Breathing 11 Circlet of Blasting 12â13
                                                
                                            
                                                
                                                     Elemental Gem 25 Enspelled Staff (cantrip or level 1 spell) 26 Eversmoking Bottle 27 Eyes of Charming 28 Eyes of Minute Seeing 29â30 Figurine of Wondrous Power (silver raven) 31 Gem of Brightness 32 Hag
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     time, as long as the work in progress is stored in a safe location. Multiple characters can combine their efforts. Divide the time needed to create an item by the number of characters working on it. Use
                                                
                                            
                                                
                                                     corpse. Rather, the creature might guard a location or a resource that the characters need access to. Magic Item Ingredients  Item Rarity CR Range   Common 1â3 Uncommon 4â8 Rare 9â12 Very rare 13â18
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     is apparent only after a new contract is signed. He can be charming when he recruits a soul directly, and his agents are careful to avoid making any promises about his actions or attitudes. But once
                                                
                                            
                                                
                                                     location canât destroy the evidence of all the work conducted at other sites. In his pursuit of ever more lore, Mephistopheles combines his prodigious intellect with his obsessive nature. This combination
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     appears within 5 feet of Acererakâs 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 oneâs 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
                                                    
                                                
                                            
                                                     gateâs current location, but the portal never stays there for long. Regional Effects The region containing Sylvaniaâs planar gate is influenced by the magic of Arborea, creating one or more of the
                                                
                                            
                                                
                                                     the bubbling chimneys of kettle-shaped teahouses to macabre ballrooms in the boughs of decaying pines. Goodberry Grove Celebrations start small in Goodberry Grove. The idyllic thicket of charming
                                                
                                            
                                        
                                                     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->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     worlds and has a fondness
 for six-shooters and talking clocks  
 Swashbuckling The swashbuckling adventures of pirates and musketeers make for a dynamic campaign in which dashing, charming heroes
                                                
                                            
                                                
                                                     the enemyâs flank to reach a demonic commander. The party might also support the larger army by holding a strategic location until reinforcements arrive, killing enemy scouts, or cutting off supply
                                                
                                            
                                        
                                                     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 morkothâs location (the target doesnât realize itâs 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 Imixâs location. At first, effects are minor â 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 Raryâs 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->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     spawn in area H17. H15. Drakarethâs Doom This location consists of multiple areas: An empty cave to the northeast has a 20-foot-high domed ceiling, naturally formed stairs leading up to area H11, and a
                                                
                                            
                                                
                                                     dead mageâs hands is a staff of charming fashioned out of chardalyn suffused with evil Netherese magic. Anyone who attunes to Drakarethâs staff gains the following flaw, which supersedes any
                                                
                                            
                                        
                                                     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 âFar 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 âFar Realm Riftsâ section at the end of this chapter. X6
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     thing. Yanking the string from Feeniaâs 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 yearsâenough 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 Feeniaâs 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 shipâs 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 Feywildâs 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 canât take any actions other than lair actions, and it canât 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 â 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 â 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 skeletonâs 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
                                                
                                            
                                        






