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Returning 19 results for 'grasping conflicted leave'.
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Monsters
Princes of the Apocalypse
uses her lair action to cause one of the following effects:
Pools of water in the lair surge outward in a grasping tide. Any creature within 20 feet of such a pool must succeed on a DC 20 Strength
attempts to leave the area, remaining frightened while within it. On a failure, the creature becomes highly aggressive and remains in the area for 24 hours. While in this state, the creature gains advantage
Spells
Xanathar's Guide to Everything
foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.
Grasping
Undergrowth. You can fill any number of 5-foot squares on the ground that arenât filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morteâs Planar Parade
edicts, hurling bricks at troublemakers and subduing them by causing the streets to sprout grasping cobblestone hands. When dabus communicate, rather than speaking or signing words, they create esoteric
Attack: +5 to hit, range 90 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
Grasping Ground (Recharge 6). The dabus causes a 20-foot-square area of ground it can see within 60 feet of itself to
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
. Grasping Undergrowth. You can fill any number of 5-foot squares on the ground that arenât filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune
required by you) that you issue while in the area. If you donât give them commands and no intruders are present, the grove guardians do nothing. The grove guardians canât leave the warded area. When the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
depictions of grasping ghouls and is stained with dry blood. The water is 2 feet deep. The ledges and central dais are 5 feet high (3 feet higher than the waterâs surface), and the chamberâs ceiling is 16
to hinder the characters (see âEndingsâ below). If the characters leave the dais without making the sacrifice, the cultistsâ chant changes: âLorghoth the Decayer, we awaken thee!â This chant rouses the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
the attack. Grasping Plants. The faerie dragon causes roots and vines to temporarily grow around it; until initiative count 20 on the next round, the ground within 20 feet of the dragon is difficult
creature comes within 1 mile of the faerie dragonâs lair, the creature must succeed on a DC 15 Wisdom saving throw or feel an overwhelming compulsion to leave an offering worth at least 5 gp stashed in an
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
his cunning;
A flash of his scarf, heâll take off running.
Quick as a bolt, his long scarf trailing,
Gasping, grasping, youâll end up flailing.
Youâll pout, youâll moan, youâll huff, youâll sneer
memories trapped inside the gourd, whereupon they return to their original owners. If all the characters comply, the harengons leave with the gourd full of happy memories, saying that âAgdon Longscarf
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
uses her lair action to cause one of the following effects: Pools of water in the lair surge outward in a grasping tide. Any creature within 20 feet of such a pool must succeed on a DC 20 Strength saving
Intelligence score of 2 or lower within 1 mile of the lair must succeed on a DC 15 Wisdom saving throw when they enter the area. If the saving throw succeeds, the creature is frightened and attempts to leave
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
telepathy to politely instruct the intruders to leave the area. If the intruders behave threateningly or ignore its warnings, the magen tries to drive them away using suggestion spells, or failing that
sentry chamber to the east and uses telepathy to politely inform intruders that they are trespassing: if the intruders donât leave at once, the magen tries to forcibly eject them. Y19e. Liquefaction
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
. Witnessing Haunts. Ambient haunts are fleeting visions that last scant seconds and that only one character ever sees. They appear when a character is alone or the last one to leave a room, or they are
manifests as grasping limbs or wounded masses within the houseâs walls and floors
Spectral Activity d20 Activity
1â3 The spirit causes an object in the room to animate in a whimsical
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
bulette shortly after they leave (see âBulette Proofâ). The stairway leads up to the battle deck (area N4). Characters who examine the cargo containers find two barrels of lubricant, two barrels of a
tines resembling grasping claws protrude from the nearby walls and ceiling, stretching toward the sphere but stopping short of it. Along the walls are low-mounted control stations studded with knobs and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
anything weaker than itself. Its body is about 4 feet in diameter, with six eyestalks, a central eye (sometimes surrounded by multiple smaller eyes), and four small grasping tentacles near its mouth. It
. A gazer might follow humanoids in its territory, noisily mimicking their speech and generally being a nuisance, until they leave the area, but it flees if confronted by something it canât kill. Gazer
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
âSixth, show thy face to the sky.â This is illusory script masquerading as a passage from the Rite of the Arcane Octad (see "Rite of the Arcane Octad"). If the characters leave after acquiring only
hour, and a character can perform the meditation once per day. To leave the dome, a character must stand at the top of one of the four shafts, to be transported down in a manner similar to how they
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
figurine here, hoping his fellow goblins wouldnât steal it from him.
A detect magic spell reveals that the statuette is imbued with divination magic. Any non-evil creature grasping the statue can ask it a
concealed canvas door. If cornered, the doppelganger fights to the death rather than allow itself to be captured. If Gundren is revived, he thanks the party for coming to his rescue but wonât leave Cragmaw
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
goblin hid the figurine here, hoping his fellow goblins wouldnât steal it. A detect magic spell reveals that the statuette is imbued with divination magic. A non-evil creature grasping the statue can ask
Cragmaws believe this tower is haunted, but theyâre wrong. The area is the lair of a grell, a hideous flying monster. It can worm its way through the wreckage of the upper floors to leave the castle when it
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
) check, the robots leave satisfied. Repeated refusals offend the robots, causing them to go haywire and attack. Treasure. The robots cleaned and heaped the bones of previous diners in a pile in the
rocklike bark and grasping vines occupy this stretch of the walkway. The creatures use the roper stat block but are Plants instead of Monstrosities. They are hostile toward all non-Plant creatures. S39
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, thanks to Zybilnaâs magic, canât leave it. If freed from temporal stasis, the banshee can move between this area and area P14d, but nowhere else. P15. Servantsâ Quarters This candlelit workroom contains
high, lit with blood-red candles, and icing white as snowâ). She warns them that if they leave and return without it, sheâll gobble them up instead âto see if you taste as sweet as you look
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Shared Spellcasting ability of a coven (see the âHag Covensâ sidebar in the Monster Manual). The hags are prepared to let the characters leave alive in return for a simple price: a single memory plucked
rabbit (50 gp), a silver necklace from which hangs a crowâs-foot pendant grasping a peridot (500 gp), a potion of invisibility in a stoppered vial made from a witchâs fingerbone, and a potion of
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
or Spit Rock attacks in any combination and one Grasping Root attack.
Slam. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 33 (4d12 + 7) bludgeoning damage.
Spit Rock. Ranged
Weapon Attack: +14 to hit, range 120 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage, and the target must succeed on a DC 22 Strength saving throw or have the prone condition.
Grasping Root. Melee






