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                        Returning 35 results for 'grasp climbing location'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     canât be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it.
You can take a Magic action to close a Portable Hole by taking hold of
                                                
                                            
                                                
                                                     where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and canât be reopened.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     a magic Spear that grants a +3 bonus to attack rolls and damage rolls made with it.
Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod&rsquo
                                                
                                            
                                                
                                                     magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     immediately gain the benefits of finishing a long rest.
Cavern. You gain a climbing speed equal to your walking speed. You also gain the ability to move up, down, across vertical surfaces, and along ceilings
                                                
                                            
                                                
                                                     drawn. The precise location in the Feywild to which the fey crossing leads is determined by the DM.
Fiend. A powerful Fiend appears in a nearby unoccupied space and offers you a deal. The precise
                                                
                                            
                                        
                                                    Portable Hole
                                                    
    
        Legacy
    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
You can use an action to close a portable hole by taking hold of the edges of the cloth
                                                
                                            
                                                
                                                     one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and canât be reopened.
                                                
                                            
                                        
                                                    Rod of Lordly Might
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it.
If you press button 4, the rod transforms into a climbing pole up to
                                                
                                            
                                                
                                                     indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or
                                                
                                            
                                        
                                                    Morkoth
                                                    
    
        Legacy
    
    
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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
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     out of the pit. Open Pit This 50-foot-deep pit has walls too smooth to climb without climbing gear or a special climbing trait such as Spider Climb. An antimagic field like that created by an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                    Arrival Characters coming from the Woodland Manse approach the Circle of Thunder from the south. Describe the location to the players as follows: Ominous storm clouds gather in the sky as you
                                                
                                            
                                                
                                                     capering creatures.
 The standing stones and the dancing figures are described in area C1. Characters who circle the hill before climbing it spot three caves (areas C2, area C3, and area C4) near the hilltop.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                    Arrival A stream leads the characters to a pool fed by a waterfall that tumbles down the mountainside. Describe Gnomengardeâs location to the players as follows: You follow a stream uphill to the
                                                
                                            
                                                
                                                     this place.
 Gnomengarde has five cave entrances perched atop ledges with sheer, rocky slopes. Climbing to a cave requires a successful DC 13 Strength (Athletics) check. A narrow footpath ascends the northeast slope, making it an easy climb to that cave entrance without a check.
                                                
                                            
                                        
                                                     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->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     and have abundant handholds and footholds. Climbing them requires a successful DC 10 Strength (Athletics) check; on a check that fails by 5 or more, the creature slips and falls into the lava. 40a
                                                
                                            
                                                
                                                     location by another teleport trap appears 30 feet above the lava and immediately plunges into it unless the creature has some way to stop the fall. (Remember that spells and magic items that allow creatures
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     location. Everything within the dungeon is built to giant scale. Harshnag is familiar with the general features and layout of the complex (except for area 9), but not its traps or current denizens. EYE OF
                                                
                                            
                                                
                                                    . Frost covers the floors, walls, ceilings, and furnishings everywhere except for area 7. The frost makes climbing the walls impossible without climbing gear or magic.
 Illumination. Interior areas are
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     of missile snaring Wondrous item Yes Gloves of swimming and climbing Wondrous item Yes Gloves of thievery Wondrous item No Hat of disguise Wondrous item Yes Headband of intellect Wondrous item Yes
                                                
                                            
                                        
                                                     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->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->Basic Rules (2014)
                                                    
                                                
                                            
                                                     different plane, so it canât be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold
                                                
                                            
                                                
                                                     originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and canât be reopened.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     needing to make an ability check.
 Web Sense. While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web.
 Web Walker. The swarm ignores
                                                
                                            
                                                
                                                     movement restrictions caused by webbing.
 Swarm of Wasps. A swarm of wasps has a walking speed of 5 feet, a flying speed of 30 feet, and no climbing speed.
 Swarm of Insects
 Medium swarm of Tiny beasts
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    Approaching the Canyon Billowing clouds of mist lightly obscure Deadstone Cleft, the location of which is ultimately betrayed by the moaning wind that passes through it â a haunting dirge that can be
                                                
                                            
                                                
                                                     option of climbing down into the jagged rift at a point of their choosing. The sounds of their descent are muffled by the wind.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Neighborhoods While most outsiders see only rampant luxury among the Upper Cityâs streets, the districtâs residents perceive a wide spectrum of style and status. Wealth and taste as much as location
                                                
                                            
                                                
                                                     their lineages back to Balduranâs day. Climbing gardens, fountained courtyards, and private orchards adorn many of these elegant homes. Temples. Grand cathedrals and shrines shape the skyline in this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldurâs Gate Gazetteer
                                                    
                                                
                                            
                                                    Neighborhoods While most outsiders see only rampant luxury among the Upper Cityâs streets, the districtâs residents perceive a wide spectrum of style and status. Wealth and taste as much as location
                                                
                                            
                                                
                                                     their lineages back to Balduranâs day. Climbing gardens, fountained courtyards, and private orchards adorn many of these elegant homes. Temples. Grand cathedrals and shrines shape the skyline in this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     different plane of existence, so it canât be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it. You can take a Magic action to close a
                                                
                                            
                                                
                                                     gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and canât be reopened.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     different plane, so it canât be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold
                                                
                                            
                                                
                                                     originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and canât be reopened.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     different plane of existence, so it canât be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it. You can take a Magic action to close a
                                                
                                            
                                                
                                                     gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and canât be reopened.
                                                
                                            
                                        
                                                     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
                                                    
                                                
                                            
                                                     of each dwarf protrudes from the wall. Three of these hands grasp copper tankards.
 The stone pillar has copper pipes running through it. These pipes connect to the vats in area 22c. When the brewery
                                                
                                            
                                                
                                                     constructed the pit covers so that they wonât open if an object is rolled over them. A character can circumvent the traps by climbing into an empty barrel and rolling down the hall or climbing onto a barrel
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
                                                    
                                                
                                            
                                                    . The disks and the chains, as well as the walls of the cavern, are covered with a wet, slippery algal scum. This coating gives off a feeble phosphorescent glow. Climbing the chains or the walls
                                                
                                            
                                                
                                                     fall into the boiling mud.  Location Damage DC   Adjacent to geyser 27 (5d10) fire damage 14 One disk away 22 (4d10) fire damage 13 Two disks away 16 (3d10) fire damage 12 Three disks away 11 (2d10
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     floor. The shingled rooftop is high-pitched, covered with moss, and too slippery to climb without magic or climbing gear. Doors and Trapdoors. All doors in the cottage are closed but unlocked, except for
                                                
                                            
                                                
                                                     without making noise requires a successful DC 15 Dexterity (Stealth) check. Light. If a location has light sources, the text says so. Otherwise, the area is unlit. Walls and Windows. The cottageâs walls
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    . Its stacked levels resemble steps in a staircase, but a ramp running from top to bottom provides an easy way up.
 Climbing the mesa reveals that its steps arenât concentric circles but the bands of a
                                                
                                            
                                                
                                                     by overhearing any sound or conversation occurring within the previous tenday in the city above or in the Whorlstone Tunnels. This can include discovering Drokiâs current location by following his
                                                
                                            
                                        
                                                     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->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     34â35 Instrument of Scribing 36â37 Lock of Trickery 38â40 Mystery Key 41â42 Orb of Direction 43â44 Orb of Time 45â46 Perfume of Bewitching 47â49 Pipe of Smoke Monsters 50â52 Potion of Climbing 53â55
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     characters enter the dunes, use the map to keep track of their location. Assume that the party lands at the southernmost tip of the dunes (in the square south of the number 12) unless the characters
                                                
                                            
                                                
                                                     wade around the shore in the area of the dunes might be able to avoid the skeletons, or at least minimize their contact with them. Climbing the Cliffs. If the characters try to circumvent the Skull
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3
                                                
                                            
                                                
                                                     rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge
                                                
                                            
                                        






