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                        Returning 35 results for 'grasping conflicts 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
                                                
                                            
                                        
                                                    Hobgoblin
                                                    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     appreciation or patience for art. They leave little space for joy or leisure in their lives, and thus have no reserves of faith to call upon when in dire straits.
Implacable Gods
Hobgoblins revere two
                                                
                                            
                                                
                                                    . Suitably (and somewhat ironically), the outward politeness and civility that they demonstrate among each other enables them to avoid conflicts in daily life. This same form of âcourtesy&rdquo
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                     allowing creatures to enter or leave the city. She even bars gods from stepping foot in the cityâa ban she can extend to anyone at any time. The Lady knows when any creature uses a portal and can block
                                                
                                            
                                                
                                                     Lady can cause all the cityâs portals to cease functioning. This grinds the city to a halt; food and drink canât enter the city, sewage and refuse pool in the streets, and corpses stack in the Mortuary with no hope of being interred. This compels the factions to quickly resolve their conflicts.
                                                
                                            
                                        
                                                     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->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    Ending a Campaign A campaignâs ending should conclude the last of the major conflicts and tie up most of the threads of its beginning and middle. (Itâs OK to leave some loose ends for characters 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->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     game. If that conflict keeps arising at the game table, you might need to ask them to step away from the campaign for a while or leave the game entirely. Roleplaying. Conflicts between characters
                                                
                                            
                                                
                                                     adventures youâre thinking about running to your prospective players. Note the in-world conflicts that might arise, the settingâs overall tone, and the themes youâd like to explore. (The âEvery DM Is Unique
                                                
                                            
                                        
                                                     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->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     adventures youâre thinking about running to your prospective players. Note the in-world conflicts that might arise, the settingâs overall tone, and the themes youâd like to explore. (The âEvery DM Is Unique
                                                
                                            
                                                
                                                    , including mind-control magic, helplessness, and death. That said, D&D is a game that has in-world conflicts and mayhem. Certain core elements of the game are difficult to ignore. For example, taking damage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     see cities as inherently superior to other locations, they are unmoved by simple pleas to leave the wilderness as it is, and the characters likely must stop them by force. Epharaâs Divine Schemes
                                                
                                            
                                                
                                                     Epharaâs power struggles with other deities often have a ripple effect that touches the mortal followers of all gods involved. The Epharaâs Divine Schemes table presents just a few conflicts the god might
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    . Darklords Are Prisoners. Darklords cannot leave their domains. If a Darklord enters the Mists or uses another method to attempt an escape, the Dark Powers return them to their domain. Even death rarely
                                                
                                            
                                                
                                                     brood over their failures, but nevertheless they relentlessly strive to achieve their ambitions. Their desperate struggles fuel their conflicts with characters. Liberally use Darklords in your
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
                                                    
                                                
                                            
                                                     considered mythical.
 Avariel. The ArilâTelâQuessir, or winged elves, were among the first to settle in FaerĂ»n. They are famed for their feathered wings and ability to fly. Ancient conflicts with dragons
                                                
                                            
                                                
                                                     Sildëyuir near the Feywild. A conflict with the nilshai, a race of wormlike sorcerers from the Ethereal Plane, forced some star elves to leave their home and come to Faerûn.
 Wild Elves. These
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
                                                    
                                                
                                            
                                                     threaten their power to pay the dragon, as well as their other aspirations on the Sword Coast. Mintarn has long been a neutral ground for various forces â a place aloof from the conflicts between the
                                                
                                            
                                                
                                                     behind were comforted by the knowledge that their family and friends didnât leave for war, but for much safer duties. The trouble started, not surprisingly, with Hoondarrh. Though Mintarn made yearly
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                    -turning conflicts.
 At the edge of each mapped battlefield encounter and beyond is a region called the Fray. The Fray is an interpretation of the dangers of combat, from clashing combatants to
                                                
                                            
                                                
                                                     encounter, roll on the High Hill Battlefield Events table each round at initiative count 0. Also consider rolling on the table if a character enters the Fray or otherwise tries to leave the battlefield
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Radiant Citadel
                                                    
                                                
                                            
                                                     governments of the founding civilizations, particularly in tariff disputes or major crises. Thus far, the Radiant Citadelâs policy is to resolutely remain neutral in all conflictsâwhether they involve the
                                                
                                            
                                                
                                                     lighting ceases to function. Similarly, a Speaker cannot leave the Radiant Citadel for more than thirty days before the cityâs basic utilities begin to fail. Speakers for the Ancestors are often
                                                
                                            
                                        
                                                     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->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     governments of the founding civilizations, particularly in tariff disputes or major crises. Thus far, the Radiant Citadelâs policy is to resolutely remain neutral in all conflictsâwhether they involve the
                                                
                                            
                                                
                                                     lighting ceases to function. Similarly, a Speaker cannot leave the Radiant Citadel for more than thirty days before the cityâs basic utilities begin to fail. Speakers for the Ancestors are often
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
                                                    
                                                
                                            
                                                     had been touched by the gods and granted strange powers. Some of these so-called Chosen were at the root of the conflicts that grip the land. Some seemed driven by divine purpose, while others claimed
                                                
                                            
                                                
                                                     during the Sundering had ground to a close. Other conflicts arose, and mighty threats still imperiled the world, but the deities ceased interfering with the world through their Chosen. The gods were no
                                                
                                            
                                        
                                                     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->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     crimes, seeking their fates in the future, not the past. While the inhabitants of Akros and other reaches near Phoberos, the homeland of most minotaur herds, have engaged in endless conflicts with
                                                
                                            
                                                
                                                     Increase. Your Strength score increases by 2, and your Constitution score increases by 1. Age. Minotaurs mature and age at about the same rate as humans.  Alignment. Minotaurs who leave the walls of
                                                
                                            
                                        
                                                     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->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     other peoples. Hobgoblins have little appreciation or patience for art. They leave little space for joy or leisure in their lives, and thus have no reserves of faith to call upon when in dire straits
                                                
                                            
                                                
                                                     (and somewhat ironically), the outward politeness and civility that they demonstrate among each other enables them to avoid conflicts in daily life. This same form of âcourtesyâ is often extended to
                                                
                                            
                                        
                                                     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->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     randomly determine a disaster that conflicts with your setting, you can reroll, but the challenge of justifying the catastrophe can produce interesting results. With two exceptions, the disasters on the
                                                
                                            
                                                
                                                     the land and effectively eliminates a place the characters once knew. Leave one or two survivors to tell the characters what happened, and ensure that the characters feel the depth of the catastrophe
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     Zardak appears to notice something odd about one of the characters or the body they inhabit, but this ends up just being his bad eyesight. Fifteen minutes after they arrive, the two take their leave
                                                
                                            
                                                
                                                     (possibly group checks) to leave the guest quarters, cross the barracks, and reach the vault. Use the same DCs and options provided for Rala in the previous itinerary section as guidelines. Once the
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        






