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Returning 35 results for 'grasp comes lasting'.
Other Suggestions:
group come lasting
grasp comes lifting
Monsters
Acquisitions Incorporated
following wizard spells prepared:
Cantrips (at will): acid splash, light, mage hand, poison spray, shocking grasp
1st level (4 slots): detect magic, mage armor, magic missile, sleep
2nd level (3 slots
the Beestinger clan. Now a self-taught mage, he specializes in making use of the dangerous spells and weird trinkets he often comes across in his role as a kind of arcane archaeologist. Seeking out
Monsters
Guildmasters’ Guide to Ravnica
biomancer has the following wizard spells prepared:
Cantrips (at will): acid splash, light, mending, poison spray, shocking grasp
1st level (4 slots): detect magic, grease, shield
2nd level (3 slots
","rollDamageType":"slashing"} slashing damage.Nearly all the innovation and advancement in Simic bioengineering comes from the work of biomancers. Specialists in hybridizing and altering creatures
Monsters
Princes of the Apocalypse
(Costs 2 Actions). Olhydra releases one creature she is grappling by flinging the creature up to 60 feet away from her, in a direction of her choice. If the flung creature comes into contact with a
(Costs 3 Actions). Olhydra transforms her watery body into acid. This effect lasts until Olhydra’s next turn. Any creature that comes into contact with Olhydra or hits her with a melee attack
Magic Items
Waterdeep: Dungeon of the Mad Mage
click whenever the die is cast.
The dodecahedron can be hurled up to 60 feet as an action. A random magical effect occurs when the die comes to rest after rolling across the ground for at least
cover against the attack.
7–8
The dodecahedron casts shocking grasp (+5 to hit) on the next creature that touches it.
9–10
The dodecahedron casts
Monsters
Fizban's Treasury of Dragons
demeanor, caustic observations, and morbid interests can form a lasting bond with a powerful ally.
Entropic Hoards
Topaz dragons prize information on destruction and creation, whether abstract or
. (Chaotic)
3
Mental Superiority. I hone my mental powers so I can confuse, control, or kill any who annoy me. (Evil)
4
Territoriality. Any creature that comes into my territory has
Monsters
Fizban's Treasury of Dragons
can endure their abrasive demeanor, caustic observations, and morbid interests can form a lasting bond with a powerful ally.
Entropic Hoards
Topaz dragons prize information on destruction and
. Consistency is stagnation. (Chaotic)
3
Mental Superiority. I hone my mental powers so I can confuse, control, or kill any who annoy me. (Evil)
4
Territoriality. Any creature that comes into
Monsters
Fizban's Treasury of Dragons
. But anyone who can endure their abrasive demeanor, caustic observations, and morbid interests can form a lasting bond with a powerful ally.
Entropic Hoards
Topaz dragons prize information on
that comes into my territory has forfeited its right to be upset by anything I do to it. (Evil)
5
Wonder. Though I don’t wish to spend time in it, my soul sings at the sight of the vast
Monsters
Fizban's Treasury of Dragons
irritated when disturbed. But anyone who can endure their abrasive demeanor, caustic observations, and morbid interests can form a lasting bond with a powerful ally.
Entropic Hoards
Topaz dragons prize
Territoriality. Any creature that comes into my territory has forfeited its right to be upset by anything I do to it. (Evil)
5
Wonder. Though I don’t wish to spend time in it, my soul sings at
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
eternity. A third point of view exists, held by those who take both sides at their word and strive to make sure that neither outcome ever comes to pass. The adherents of this viewpoint refer to the
the Balance and its implications requires a grasp of events on a cosmic level, very few people or entities fully embrace the idea. Those few, however, make up a formidable force that can mix martial and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
and weird trinkets he often comes across in his role as a kind of arcane archaeologist. Seeking out the family feeling that an adventuring group provides keeps him in the “B” Team, even if that
unfortunately comes with Oak Truestrike as a kind of father figure. Pendragon Beestinger
Medium humanoid (human), neutral evil
Armor Class 12 (15 with mage armor)
Hit Points 27 (5d8 + 5)
Speed 30
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
character kill whatever he or she hits with it, that item will likely unbalance your game. On the other hand, an item whose benefit rarely comes into play isn’t much of a reward and probably not worth
decide: If having all the characters in a party pass an item around to gain its lasting benefits would be disruptive, the item should require attunement. If the item grants a bonus that other items
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
character kill whatever they hit with it, that item will likely unbalance your game. On the other hand, an item whose benefit rarely comes into play isn’t much of a reward. Use the Magic Item Power by
party pass an item around to gain its lasting benefits would be disruptive, the item should require Attunement. Limit Stacking. If the item grants a bonus that other items also grant, it’s a good idea to require Attunement so characters don’t try to collect too many of those items.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Mist Walker The Mists grip all who tread the Domains of Dread, but you know how to slip through their grasp. You can navigate the Mists successfully given enough time and a little luck, but this
freedom comes with a price; if you remain in one area for too long, the Mists find you and drain your life force. Roll on or choose an option from the Misty Travels table to determine how you developed
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
for delivering a Runestone fragment to him; instead, Jalester offers the characters his lasting friendship — which can bring many benefits, considering his position in the City Watch. If the
from time to time. Lady Wylynd believes it’s her family’s responsibility to free the dragon from Shar’s evil grasp one way or another. She asks Helion to meet with the adventurers and convince them to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
effect occurs when the die comes to rest after rolling across the ground for at least 10 feet. If an effect requires a target and no eligible target is within range, nothing happens. Spells cast by
–8 The dodecahedron casts shocking grasp (+5 to hit) on the next creature that touches it. 9–10 The dodecahedron casts darkness on itself. The effect has a duration of 10 minutes. 11–12 The next
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
victory eluded your grasp, or you demonstrated a willingness to use your strength for good. Occasionally, Iroas’s choice of a champion has as much to do with his enmity toward Mogis as it does with the
. War forms bonds that are more real and lasting than the ties of love or family. (Any)
4 Heroism. The powerful must protect the weak. (Good)
5 Liberty. The strong mustn’t exploit the weak
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
at last. No such rest or redemption awaits a specter. It is doomed to the Material Plane, its only end the oblivion that comes with the destruction of its soul. Until then, it bears out its lonely
life in forlorn places, carrying on forgotten through the ages of the world. Undying Hatred. Living creatures remind the specter that life is beyond its grasp. The mere sight of the living overwhelms a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
contains an adult goblin and 1d6 goblin children (noncombatants). When the fortress comes under attack, the goblins who live here pull up their rope ladders, which makes getting to the huts difficult. A
,* mage hand, shocking grasp*
3/day: silent image
1/day each: chromatic orb, crown of madness, shield
*See “Actions” below.
Actions
Shocking Grasp (Cantrip). Melee Spell Attack: +5 to hit
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
damage.
Fling (Costs 2 Actions). Olhydra releases one creature she is grappling by flinging the creature up to 60 feet away from her, in a direction of her choice. If the flung creature comes into
into acid. This effect lasts until Olhydra’s next turn. Any creature that comes into contact with Olhydra or hits her with a melee attack while standing within 5 feet of her takes 11 (2d10) acid damage
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
angel Zariel when she assembled her army of Hellriders to attack Avernus. Through the gate we went, tearing through devils like a song through air. Victory was within our grasp until some of the
characters feels important. Any remaining memories return at once when Lulu regains all her spellcasting abilities. When the time comes for Lulu to recall a lost memory, roll a d6 and consult the Lulu’s
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the lid of the sarcophagus glows brightly for an instant. Then the sarcophagus comes open partway, and the bound prisoners howl in agony. Even after the evil yuan-ti notice the characters, their
. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
push their way to the gate chamber: a pressurized obsidian hall adorned with rattling iron hand rings. Entrants must grasp the rings or be sent tumbling backward by the squalls that spew from the gate
lower districts forgo windows altogether, lest they be shattered by hazardous debris hurled by the winds—and the hotel’s roof comes to a sharp point. From outside, the joint looks like a giant
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
within 120 feet of Imix, lasting until initiative count 20 of the next round. Creatures and objects within or beyond the smoke are heavily obscured. A creature that enters the cloud of embers for the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
part of the North, and specialize in advancing the agenda of the society through theft, intimidation, and assassination. When the thieves’ guild known as the Hand of Yartar comes into possession of a
powerful elemental weapon (see the “Dark Dealings in Yartar” side trek in chapter 6), Ghald and Unferth make sure the Kraken Society comes in with the top bid. They then make sure that no one else
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
magic is a sign of weakness and inefficiency. A warrior doesn’t need to know about metallurgy to wield a blade, so why should a wizard care about where magic comes from? Devastators love to prove their
, shocking grasp
1st level (4 slots): fog cloud, magic missile, thunderwave
2nd level (3 slots): gust of wind, Melf’s acid arrow, scorching ray
3rd level (3 slots): fireball, fly, lightning bolt
4th
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, the only obvious way across is via a narrow stone trestle built for rail carts. The sound of rhythmic hammering comes from somewhere beyond the magma rift.
The magma is 10 feet below the level of the
machines. So far, they haven’t noticed you.
The hammering sound comes from the east. Eight firenewt warriors (see appendix D) work here. They’re involved in their tasks and not expecting intruders, and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
of 250 gp each year thereafter. With this payment comes many benefits, including the following: You can stay at the order’s hall in any major city and enjoy the amenities of a wealthy lifestyle free
in the guild. Sorcerers must prove their grasp of arcane theory to earn a place, and warlocks are rarely accepted as members. The hall of the Esoteric Order of Aureon is in the district of Clifftop in
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
resembling a crow shelters in the nest. It has a beak that comes together like mandibles, large enough to grasp a horse. Even more unsettling are the multitude of eyes clustered on its forehead, though
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Yon!” Amidor doesn’t speak Giant and has no idea what the cyclops is saying, but Mudlump’s outrage comes through loud and clear. Mudlump speaks no language other than Giant. Any character who can
thing. Yanking the string from Feenia’s grasp releases the goblin child from the pact but also ages her 10 years for every bow that is attached to the kite. The most she can age is 50 years—enough to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
the floor.
From somewhere in the distance, you can hear the faint ringing of hammer on anvil.
The sound of the hammering comes from beyond the east wall, as can be determined with a successful DC
exits. A small fire smolders on the floor before the dais, where six sleeping pallets lie empty, surrounded by packs and supplies. The sound of hammers ringing on iron comes from beyond the doors to
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
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
success.
Red Abishai Red abishais have no equals among the abishais when it comes to leadership ability and raw power. They can invoke Tiamat’s authority to bend even dragons to their will. Red
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
uncertainty and fear comes forth in the form of savagery and relentlessness, as orcs ravage and kill to appease the gods in order to avoid their terrible retribution. At the pinnacle of the orc pantheon
and gripped by its legs. No one had ever escaped the grasp of the behir, but Bahgtru saw this as the ultimate test of his strength, and laughed at his good fortune. One by one, Bahgtru broke the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
action to aim it, and one action to fire it (+6 to hit, range 120/480 ft., one target). On a hit, a ballista bolt deals 16 (3d10) piercing damage. Each ballista comes with ten bolts stored in a rack
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->Tales from the Yawning Portal->a2
weapon—a freshly captured giant subterranean lizard (see appendix B). Although the lizard is chained, it can attack anyone who comes within its reach. It strikes with its tail first, hoping to knock a
skeleton in rusted mail in the southern part of the room, and a narrow passageway leads to another small room beyond this one. A surprisingly bright sword gleams in the skeleton’s bony grasp.
Hazard. The
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
wizardry eludes the mind like a living thing. Yet eventually, understanding comes, and a mind flayer arcanist must accept itself as deviant and flee the colony if it is to live.
Existential Fear
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






