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                        Returning 23 results for 'sound grasp'.
                    
                
                        
                            
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                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     disadvantage on the attack roll.Multiattack. Tromokratis makes three attacks: one with its pincer, one with its tail, and one with its tentacle grasp.
Pincer. Melee Weapon Attack: +18;{"diceNotation
                                                
                                            
                                                
                                                    ","rollAction":"Tail","rollDamageType":"bludgeoning"} bludgeoning damage, and if the target is a creature, it is knocked prone.
Tentacle Grasp. Melee Weapon Attack: +18;{"diceNotation":"1d20+18","rollType
                                                
                                            
                                        
                                                     Species
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     grasp and manipulate weapons and tools. Although most plasmoids are translucent gray, they can alter their color and translucence by absorbing dyes through their pores.
Plasmoids donât have
                                                
                                            
                                                
                                                     internal organs of the usual sort. Their bodies are composed of cells, fibers, plasma-like ooze, and clusters of nerves. These nerves enable a plasmoid to detect light, heat, texture, sound, pain, and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurerâs Guide
                                                    
                                                
                                            
                                                     to grasp and manipulate weapons and tools. Although most plasmoids are translucent gray, they can alter their color and translucence by absorbing dyes through their pores. Plasmoids donât have
                                                
                                            
                                                
                                                     internal organs of the usual sort. Their bodies are composed of cells, fibers, plasma-like ooze, and clusters of nerves. These nerves enable a plasmoid to detect light, heat, texture, sound, pain, and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     curse that prevents its wielder from dropping it. If the blade is pried from its wielderâs grasp, it instantly teleports back into the wielderâs hand. The curse can be ended by casting a remove curse
                                                
                                            
                                                
                                                     the ceiling connect to shop cellars in the city above. These passages carry voices from Waterdeep, but the sound is distorted so badly that words at one end canât be discerned by creatures at the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     passes the halfway point of the room, the sound of grinding stone announces the statues turning their cowled heads to follow the charactersâ movements. The characters must not look into the darkness in the
                                                
                                            
                                                
                                                     failed the initial save must then make a DC 15 Intelligence saving throw. On a failed save, the character cannot grasp the secrets it was shown, and there is no effect. On a success, the character
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     passes the halfway point of the room, the sound of grinding stone announces the statues turning their cowled heads to follow the charactersâ movements. The characters must not look into the darkness in the
                                                
                                            
                                                
                                                     must then make a DC 15 Intelligence saving throw. On a failed save, the character cannot grasp the secrets it was shown, and there is no effect. On a success, the character understands the world more
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                     of the goals on this playing field. The ball is cool to the touch. If it is picked up, it suddenly jerks free of the holderâs grasp and rebounds off the south wall, then speeds 30 feet to the north
                                                
                                            
                                                
                                                     wall, and the depression in the wall briefly glows orange. After the second such occurrence, the ball will break off its attacks. A sound like that of a trumpet indicates that the game is about to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     doorway that anyone who knows Dwarvish or Giant can translate: The present is like sand, ever flowing and escaping oneâs grasp without mercy or respite. 
 The records in these rooms detail the
                                                
                                            
                                                
                                                     library, these archives echo with the sound of running water. The wall niches containing the stone cylinders Ustova favors for scribing are also fountains, where water shimmers over crystals as it falls
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    , stairs descend 200 feet to level 2. (These stairs are not immediately visible to characters entering through the secret door.)
 Noise. The sound of squabbling goblins emanates from a tunnel leading
                                                
                                            
                                                
                                                    , toothless mouth. The inscriptions on the pedestal have been worn away. On the kingâs brow rests an engraved stone circlet, and his large hands grasp the handle of a stone warhammer, the head of which is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     Their Weapons. Five of these statues grasp giant-sized weapons that can be removed. Thrymâs weapon is missing and can be found in area 7. Removing any of these weapons from the dungeon causes it to
                                                
                                            
                                                
                                                     vanish and reappear in the appropriate statueâs grasp. If the statue is destroyed, the weapon has nowhere to return to and disappears. The table shows which statue holds which weapon, as well as the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     characters must present Zariel with the argument to rejoin the celestial host, then make a DC 25 Charisma (Persuasion) check. If the check is successful, Zariel is convinced to grasp the sword and
                                                
                                            
                                                
                                                     the blade down. The Companion then explodes in a flash of light and sound, as described in âShattering the Companionâ later in this chapter. With the destruction of the Companion, the people of Elturel
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     stairs have been warded with a magical alarm. When a creature ascends past the halfway point of the staircase, a magic mouth spell calls out in Dwarvish, âAlert! Alert! Intruders approach!â This sound
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     creature that falls in the magma or starts its turn there takes 55 (10d10) fire damage. 2. Smelter The hammering sound grows louder, but itâs not coming from the chamber ahead. This enormous, rectangular
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                     the river, leading to a larger ledge on the south side that follows the course of the river to the east.
 The underground river flows swiftly from east to west. The bridge is sturdy and sound
                                                
                                            
                                                
                                                     sneak up on. If a character manages to approach without alerting it, continue:
  A strand extends from the stalagmite, with the thrashing cave fish in its grasp. It pulls the fish toward the rock
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     characters are hearing snippets from the adventures of the âCâ Team and Acquisitions Incorporated. You might even use dialogue from an Acquisitions Incorporated live play session as background sound
                                                
                                            
                                                
                                                     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
                                                    
                                                
                                            
                                                     thing. Yanking the string from Feeniaâs 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 yearsâenough to
                                                
                                            
                                                
                                                     Reacts. If the kite takes damage, but not enough to reduce it to 0 hit points, it uses its reaction to yank the string from Feeniaâs grasp (causing Feenia to age as described above). On subsequent
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                    . Yurtrus has no mouth and never utters a sound, so that he may come in absolute silence for his chosen. The followers of Yurtrus are allowed to dwell on the fringes of the tribe, but are looked upon
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     and twisted are they that a palpable sense of foreboding haunts those who intrude upon a meenlock lair. Inside the warren, black moss covers every surface, muffling sound. A large central chamber
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     splits the waterway north and south. The sound of falling water is louder to the south.
 The current pulls to the south of the island toward the waterfall leading to area P17. Characters navigating
                                                
                                            
                                                
                                                     dead-ends in a long cavern where only the distant sound of the falls echoes off the walls. Nets divide the cavern, spanning the distance between pairs of stalagmites jutting above the water.
 Seven
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                    . A bristling crystal formation six feet high occupies the center of the chamber, filling the room with a soft rainbow glow and faint chiming sound. The colors of the gemstone formation constantly
                                                
                                            
                                                
                                                     the chime moves toward area 1, they hear a faint ringing that grows louder the closer they get to the Key card depicted in that room. Once theyâre in area 1, anyone in that room can hear the sound
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
                                                    
                                                
                                            
                                                    ) contain additional monsters. The closed doors and stone walls prevent sound from entering these four areas. The creatures within join the battle here at your discretion. 49. Arboretums Luminescent mist
                                                
                                            
                                                
                                                     doing? âI am Belak, called the Outcast. My circle expelled me, the fools. Why? Because I dared to expand natureâs reach in ways they couldnât grasp. I have found what I sought in the Gulthias Tree
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     that rely on sight. The eyestalks vanish after 1d4 days. 10 Bathing in the spring causes a creatureâs voice to sound sinister. For the next 24 hours, the creatureâs voice grants it advantage on Charisma
                                                
                                            
                                                
                                                     the environment grasp the target. If a target fails the save by 5 or more, it is restrained instead for that duration. The mimic colony uses the Help action, aiding a creature of its choice within 300
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     Bonus +4
 Magic Resistance. Oshundo has advantage on saving throws against spells and other magical effects.
 Actions
 Multiattack. Oshundo makes two Chilling Grasp or Arcane Bolt attacks
                                                
                                            
                                                
                                                    .
 Chilling Grasp. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (4d6) cold damage, and Oshundo regains 14 hit points if the target is a creature.
 Arcane Bolt. Ranged Spell Attack: +8 to
                                                
                                            
                                        






