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Returning 35 results for 'grasp count locations'.
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grasp court locations
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Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Vecna’s Grasp Locations These locations are keyed to map 11.1. Dyson Logos Map 11.1: Vecna’s Grasp View Player Version E1: Kaleidoscopic Cavern Characters who use the magic of Vecna’s Link to
transport to Vecna’s Grasp appear in this chamber. Read the following to set the scene: You appear before a thirty-foot-wide mass of translucent purple crystals embedded in the floor of a large obsidian
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Vecna’s Grasp Locations These locations are keyed to map 11.1. Dyson Logos Map 11.1: Vecna’s Grasp View Player Version E1: Kaleidoscopic Cavern Characters who use the magic of Vecna’s Link to
transport to Vecna’s Grasp appear in this chamber. Read the following to set the scene: You appear before a thirty-foot-wide mass of translucent purple crystals embedded in the floor of a large obsidian
Monsters
Icewind Dale: Rime of the Frostmaiden
spell attacks). He has the following wizard spells prepared:
Cantrips (at will): acid splash,* light, minor illusion, shocking grasp*
1st level (4 slots): detect magic, disguise self, magic missile
“Actions” below.Shocking Grasp (Cantrip). Melee Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Shocking Grasp"} to hit, reach 5 ft., one creature (the attack roll
Monsters
Princes of the Apocalypse
grasp
1st level (4 slots): charm person, feather fall, mage armor, thunderwave
2nd level (3 slots): dust devil,* gust of wind, invisibility
3rd level (3 slots): fly, gaseous form, lightning bolt
4th
-Bin isn’t, Aerisi can take lair actions and has a challenge rating of 9. On initiative count 20 (losing initiative ties), Aerisi uses a lair action to cast one of her spells, up to 3rd level
Monsters
Strixhaven: A Curriculum of Chaos
, Murgaxor was reportedly sighted around the outskirts of campus, specifically in Sedgemoor and the Detention Bog. Authorities believed something about those locations enhanced his magic, but he was never
a blot on the university’s reputation.
Murgaxor's Lair Actions. On initiative count 20 (losing initiative ties), Murgaxor can take one of the following lair actions; after he does so, he can't
Monsters
Fizban's Treasury of Dragons
the Ethereal Plane. Moonstone dragons often use locations in the Feywild as their primary residences, locations on the Material Plane for entertaining guests, and locations on the Ethereal Plane for
encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in
Monsters
Fizban's Treasury of Dragons
might include a secluded grove on the Material Plane, a well-protected tower in the Feywild, and even a hidden corner of the Ethereal Plane. Moonstone dragons often use locations in the Feywild as
their primary residences, locations on the Material Plane for entertaining guests, and locations on the Ethereal Plane for storage. Occasionally, though, a whimsical moonstone dragon delights in shaking
Monsters
Princes of the Apocalypse
Caves, described in chapter 5), Yan-C-Bin is master. He can use the following actions in his lair.
Lair Actions
On initiative count 20 (losing initiative ties), Yan-C-Bin takes a lair action to cause
lasts until initiative count 20 on the next round. The debris lightly obscures every creature and object in the area for the duration. All creatures in the area must succeed at a DC 24 Wisdom saving throw
Monsters
Candlekeep Mysteries
disguise self and invisibility at will and has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic
device that controls the elemental cannon. This device, shown in the accompanying illustration, looks like a metal rod with a tip shaped like a bird’s head.Elemental Cannon. On initiative count 20
Monsters
Icewind Dale: Rime of the Frostmaiden
lair actions on initiative count 20 (losing initiative ties):
Auril instantly knows the locations and health of all other creatures on the island. She knows how much damage each of these creatures
away. Auril instantly reappears in her Auril (Second Form);second form, in an unoccupied space within 60 feet of where her first form disappeared. Her initiative count doesn’t change.
Innate
Monsters
Planescape: Adventures in the Multiverse
lightless caverns, preferring locations touched by pitch-black planes, such as Pandemonium or the Shadowfell. Darkweavers tend to inhabit isolated sites where they can weave webs of shadow undisturbed.
A
darkweaver encountered in its lair has a challenge rating of 11 (7,200 XP).
Lair Actions
On initiative count 20 (losing initiative ties), a darkweaver can take one of the following lair actions; the
Orcus
Legacy
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Monsters
Out of the Abyss
woven hair. The city contains wandering undead, many of which are engaged in continuous battles with one another.
Lair Actions
On initiative count 20 (losing initiative ties), Orcus can take a lair
square that he can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a DC 23 Strength saving throw or be restrained until the arms
Monsters
Mordenkainen Presents: Monsters of the Multiverse
wandering Undead, many of which are engaged in continuous battles with one another.
Lair Actions
On initiative count 20 (losing initiative ties), Orcus can take one of the following lair actions; he can
kill. Orcus needn’t see the creature, but he must be aware that the individual is in the lair.
Grasp of the Dead. Orcus causes skeletal arms to rise from an area on the ground in a 20-foot square
Monsters
Fizban's Treasury of Dragons
spirit of their glacier home. Such worship amuses and flatters the dragon, who keeps the hunters safe and leads them to locations where seals are plentiful.
Crystal Dragon Lairs
Crystal dragons
seek out frigid, picturesque locations with clear views of the sky above to build their lairs. Then, like gem cutters seeking the perfect diamond, they spend much of their lives refining, polishing
Monsters
Icewind Dale: Rime of the Frostmaiden
she’s on the island, the Frostmaiden can take one of the following lair actions on initiative count 20 (losing initiative ties):
Auril instantly knows the locations and health of all other
ice, whereupon Auril instantly reappears in her Auril (Third Form);third form, in an unoccupied space within 60 feet of where her second form was destroyed. Her initiative count doesn’t change
Monsters
Icewind Dale: Rime of the Frostmaiden
the regional effects that encompass the island.
While she’s on the island, the Frostmaiden can take one of the following lair actions on initiative count 20 (losing initiative ties):
Auril
instantly knows the locations and health of all other creatures on the island. She knows how much damage each of these creatures has taken, how many levels of exhaustion they have, and what conditions
Monsters
Fizban's Treasury of Dragons
. They prize locations with a combination of open space, connecting tunnels, and dead ends to make the most of their natural and magical mobility, using flight and teleportation to navigate obstacles in
their lairs.
The challenge rating of a legendary amethyst dragon increases by 1 when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon can
Monsters
Fizban's Treasury of Dragons
, preferring caverns with at least one entrance submerged underwater. They prize locations with a combination of open space, connecting tunnels, and dead ends to make the most of their natural and
Actions
On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row:
Beguiling Whisper
Monsters
Fizban's Treasury of Dragons
proves itself useful to a topaz dragon, it shouldn’t count on being safe from the dragon the next time they meet. Topaz dragons rarely go out of their way to fight other creatures, however, with
chosen scenic locations with anything that isn’t food. They often abandon lairs to seek new vistas, so the interiors of their lairs often feel less finished than those of other dragons. Topaz
Monsters
Fizban's Treasury of Dragons
university, but the students must travel to the dragon’s mountain lair for class.
Crystal Dragon Lairs
Crystal dragons seek out frigid, picturesque locations with clear views of the sky
encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a
Monsters
Fizban's Treasury of Dragons
even if a creature proves itself useful to a topaz dragon, it shouldn’t count on being safe from the dragon the next time they meet. Topaz dragons rarely go out of their way to fight other
best accomplish this.
Their preference for lair sites frequently brings topaz dragons into conflict with other creatures, since they resent having to share their chosen scenic locations with anything
Monsters
Eberron: Rising from the Last War
, Belashyrra has a challenge rating of 23 (50,000 XP).
Lair Actions.
While within the Citadel of Lidless Eyes, Belashyrra can invoke the ambient magic to take lair actions. On initiative count 20 (losing
actual locations, imposing disadvantage on the creature’s attack rolls against those targets. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect
Monsters
Fizban's Treasury of Dragons
.
Emerald Dragon Lairs
Emerald dragons make their lairs in caves and subterranean ruins, favoring locations that have been abandoned—and ideally forgotten—by other creatures. They are most
legendary emerald dragon increases by 1 when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the
Monsters
Fizban's Treasury of Dragons
for a history of the gods the dragon is compiling.
Emerald Dragon Lairs
Emerald dragons make their lairs in caves and subterranean ruins, favoring locations that have been abandoned&mdash
from mundane and magical sight.
The challenge rating of a legendary emerald dragon increases by 1 when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative
Triton
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Species
Volo's Guide to Monsters
and worse, so you know you can count on them in a fight.
— Brego Stoneheart, sea captain
Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the
spread across the world’s oceans and established protectorates to watch over deep sea trenches, portals, undersea caves, and other locations where their enemies might lurk. They defeated their
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
to take lair actions. On initiative count 20 (losing initiative ties), the morkoth takes a lair action to cause one of the effects described below:
The morkoth uses its Hypnosis action, originating
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Domain Overview The domain’s buildings, natural elements, and landmarks all represent the Darklord’s vile past. When developing these features, follow these steps: Specify Locations. Choose locations
similar to settings that appear in your Darklord’s past, or take inspiration from the Settings tables in the “Genres of Horror” section later in this chapter. Combine Locations and Visceral Details
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Domain Overview The domain’s buildings, natural elements, and landmarks all represent the Darklord’s vile past. When developing these features, follow these steps: Specify Locations. Choose locations
similar to settings that appear in your Darklord’s past, or take inspiration from the Settings tables in the “Genres of Horror” section later in this chapter. Combine Locations and Visceral Details
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
rolls, and its attacks count as magical. Concussive Rounds Enhanced by abjuration magic, this weapon’s attacks burst with raucous noise capable of momentarily distracting and disorienting enemy crews
shots, restraining enemy vessels in their grasp. When this weapon hits a ship, that vehicle must succeed on a DC 14 Strength saving throw or it can’t move away from the attacker. As an action, the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
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
demon nor devil can permanently gain the upper hand. Keepers of the Balance sometimes resort to strategies that seem inexplicable to those who don’t grasp the whole situation. A crusading paladin might be
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
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
demon nor devil can permanently gain the upper hand. Keepers of the Balance sometimes resort to strategies that seem inexplicable to those who don’t grasp the whole situation. A crusading paladin might be
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
rolls, and its attacks count as magical. Concussive Rounds Enhanced by abjuration magic, this weapon’s attacks burst with raucous noise capable of momentarily distracting and disorienting enemy crews
shots, restraining enemy vessels in their grasp. When this weapon hits a ship, that vehicle must succeed on a DC 14 Strength saving throw or it can’t move away from the attacker. As an action, the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
engaged in continuous battles with one another. Lair Actions On initiative count 20 (losing initiative ties), Orcus can take a lair action to cause one of the following effects; he can’t use the same
in the lair. Orcus causes skeletal arms to rise from an area on the ground in a 20-foot square that he can see. They last until the next initiative count 20. Each creature in that area when the arms
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
engaged in continuous battles with one another. Lair Actions On initiative count 20 (losing initiative ties), Orcus can take a lair action to cause one of the following effects; he can’t use the same
in the lair. Orcus causes skeletal arms to rise from an area on the ground in a 20-foot square that he can see. They last until the next initiative count 20. Each creature in that area when the arms
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
choosing their lairs, black dragons are fond of locations that are naturally constraining and confounding. Whether adventurers seeking the dragon must wind their way through the roots of an ancient
cylinder of watery filth centered on that point erupts from the ground until initiative count 20 on the next round. Each creature in the cylinder when it appears or that ends its turn there must make a