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Returning 35 results for 'grasp form'.
Other Suggestions:
grave form
group form
grassy form
glass form
grant form
Magic Items
Dungeon Master’s Guide
Crafted and wielded by Orcus, this ghastly wand slips from the demon lord’s grasp from time to time. When it does, it magically appears wherever the demon lord senses an opportunity to achieve
).
Call Undead. While holding the wand, you can take a Magic action to conjure 15 Skeleton;Skeletons and 15 Zombie;Zombies. These Undead magically rise up from the ground or otherwise form in
Magic Items
The Book of Many Things
1d10 force damage. The item remains in its sword form until it leaves your grasp or you use another bonus action to revert it to its key form.
If you end your attunement to the item while it’s in its sword form, it automatically reverts to its key form.
This silver skeleton key is warm to the touch. While holding the key in its key form, you can use an action to cast the Knock spell from the key.
Transforming the Key. While holding the key, you can
monsters
Immovable. The tendril can’t move or be moved except via teleportation or interplanar travel.
Immutable Form. The tendril can’t shape-shift.
Necromantic Demise. The tendril disappears
", "rollAction":"Grasp"}, reach 10 ft. Hit: 16 (2d10 + 5);{"diceNotation":"2d10+5", "rollType":"damage", "rollAction":"Grasp", "rollDamageType":"Force"} Force damage plus 4 (1d8);{"diceNotation":"1d8", "rollType
Monsters
Journeys through the Radiant Citadel
together, whereupon the soul shaker reforms and regains all its hit points.
Unusual Nature. The soul shaker doesn’t require air, food, drink, or sleep.Crushing Grasp. Melee Weapon Attack: +7
;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Crushing Grasp"} to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5);{"diceNotation":"2d8+5","rollType":"damage","rollAction":"Crushing Grasp
Monsters
Baldur’s Gate: Descent into Avernus
:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor,* magic missile
2nd level (3 slots): detect thoughts, mirror image
","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.Traxigor was polymorphed into an otter years ago, and decided he preferred the new form to his original one (that of a wizened old man
Monsters
Tales from the Yawning Portal
Shapechanger. Snarla can use her action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into her true form, which is humanoid. Her statistics, other than her AC, are the same in each
form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.
Keen Hearing and Smell. Snarla has advantage on Wisdom (Perception) checks that rely on
Monsters
Waterdeep: Dungeon of the Mad Mage
wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor, magic missile
2nd level (3 slots): detect
+ 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.
Fused Form. As a bonus action, she can use her extra mouth and arms to cast any
Monsters
Icewind Dale: Rime of the Frostmaiden
Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
Immutable Form. The golem is immune to
any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
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
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
magic-items
attempt to grapple the target with it (no action required), channeling the weapon’s natural pseudopod form. The target must succeed on a DC 13 Strength saving throw or have the Grappled condition
damage on a hit. After the attack, the weapon retracts back into its previous form. If you attempt to grapple the target with the attack, the save DC for the Strength saving throw increases to 15. On
monsters
success.Lithe, graceful, or otherwise agile creatures can expect to become duskcaps if they should find themselves overcome by a hyphan colony’s grasp. Primarily information gatherers, duskcaps are
, hyphans line vast subterranean caverns as stationary toadstools, penetrate tremendous expanses of rock and soil as microscopic mycelia, and infect the bodies of creatures. This latter form, though the
monsters
, graceful, or otherwise agile creatures can expect to become duskcaps if they should find themselves overcome by a hyphan colony’s grasp. Primarily information gatherers, duskcaps are adept at
subterranean caverns as stationary toadstools, penetrate tremendous expanses of rock and soil as microscopic mycelia, and infect the bodies of creatures. This latter form, though the least common
monsters
agile creatures can expect to become duskcaps if they should find themselves overcome by a hyphan colony’s grasp. Primarily information gatherers, duskcaps are adept at passing without notice, and
stationary toadstools, penetrate tremendous expanses of rock and soil as microscopic mycelia, and infect the bodies of creatures. This latter form, though the least common, permits hyphans to interact
monsters
colony’s grasp. Primarily information gatherers, duskcaps are adept at passing without notice, and often patrol a colony’s periphery, acting as its eyes and ears.
Brainless Senses. An isolated
infect the bodies of creatures. This latter form, though the least common, permits hyphans to interact with other creatures of The Low, while also providing defensive measures in response to incursions
monsters
themselves overcome by a hyphan colony’s grasp. Primarily information gatherers, duskcaps are adept at passing without notice, and often patrol a colony’s periphery, acting as its eyes and
and soil as microscopic mycelia, and infect the bodies of creatures. This latter form, though the least common, permits hyphans to interact with other creatures of The Low, while also providing