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Returning 35 results for 'bards barriers diffusing cryptic restrained'.
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bards barriers diffusing crypt restrained
Monsters
Strixhaven: A Curriculum of Chaos
creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet directly away from the professor and become restrained until the start of professor’s next turn.
Force Barrier
structures and find the safest paths as they search. When confronted, they confound their foes by channeling the stasis of perfect order, creating resilient barriers of force and quashing hostile
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
dream eater lies not in brute force but in the ability to pierce its illusions and wrest others from its terrors. As such, bards and other persuasive adventurers find themselves uniquely poised to
is restrained and blinded, and it takes an additional 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Engulfing Nightmare", "rollDamageType":"psychic"} psychic damage at the start
Monsters
Mordenkainen Presents: Monsters of the Multiverse
grapple ends, the target is restrained, and the shadar-kai can’t grapple another target.
5–6: Topple. The target is knocked prone.Those who have fought shadow dancers describe the
along tragic paths for her amusement. The Raven Queen is famously cryptic even to her most devoted followers, however; their efforts are rewarded only with vague omens they interpret as best they can
Monsters
Mordenkainen Presents: Monsters of the Multiverse
"} slashing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw, or it begins to turn to stone and is restrained until the end of its next turn, when it must
would be lost.
Cryptic Whispers
Even though a creature transformed into a stone cursed is long dead, a vague whisper of their memories lives on in the obsidian skull embedded within the stone cursed
Mummy Lord
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn.
Whirlwind of Sand (Costs 2 Actions). The mummy lord magically transforms into a
whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or
Monsters
Tyranny of Dragons
(Costs 2 Actions). Diderius magically unleashes negative energy. Creatures within 60 feet of him, including ones behind barriers and around corners, can’t regain hit points until the end of his next
all damage, and he can’t be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by him remain in his possession.A Mummy Lord’s Lair
A mummy lord watches
Monsters
Candlekeep Mysteries
2 Actions). The fungal servant magically unleashes negative energy. Creatures within 60 feet of the fungal servant, including ones behind barriers and around corners, can’t regain hit points
normal form. While in whirlwind form, the fungal servant is immune to all damage, and it can’t be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the
Monsters
Candlekeep Mysteries
energy. Creatures within 60 feet of Valin, including ones behind barriers and around corners, can’t regain hit points until the end of Valin’s next turn.
Whirlwind of Sand (Costs 2 Actions
, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by Valin remain in her possession.Valin Sarnaster has been thoroughly corrupted by visions of a future in which she sees herself
Monsters
Waterdeep: Dungeon of the Mad Mage
Negative Energy (Costs 2 Actions). The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit
form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
the closest wall inside the vessel, where they are restrained.
Restrained characters can use an action on their turn to make either a DC 15 Strength (Athletics) check or a Dexterity (Acrobatics
area. Both icy barriers have AC 12, 30 hit points each, vulnerability to fire damage, and immunity to poison and psychic damage.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
the closest wall inside the vessel, where they are restrained.
Restrained characters can use an action on their turn to make either a DC 15 Strength (Athletics) check or a Dexterity (Acrobatics
area. Both icy barriers have AC 12, 30 hit points each, vulnerability to fire damage, and immunity to poison and psychic damage.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
the closest wall inside the vessel, where they are restrained.
Restrained characters can use an action on their turn to make either a DC 15 Strength (Athletics) check or a Dexterity (Acrobatics
area. Both icy barriers have AC 12, 30 hit points each, vulnerability to fire damage, and immunity to poison and psychic damage.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
copper, come crashing down, sealing off the indicated area. These barriers are a foot thick; each has an AC of 15 and 100 hit points. Lifting a door requires a successful DC 25 Strength (Athletics) check
becomes difficult terrain after 1 minute. After 3 minutes of accumulation, a creature that moves through the sand must make a DC 10 Strength or Dexterity saving throw, becoming restrained on a failed
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
copper, come crashing down, sealing off the indicated area. These barriers are a foot thick; each has an AC of 15 and 100 hit points. Lifting a door requires a successful DC 25 Strength (Athletics) check
becomes difficult terrain after 1 minute. After 3 minutes of accumulation, a creature that moves through the sand must make a DC 10 Strength or Dexterity saving throw, becoming restrained on a failed
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
copper, come crashing down, sealing off the indicated area. These barriers are a foot thick; each has an AC of 15 and 100 hit points. Lifting a door requires a successful DC 25 Strength (Athletics) check
becomes difficult terrain after 1 minute. After 3 minutes of accumulation, a creature that moves through the sand must make a DC 10 Strength or Dexterity saving throw, becoming restrained on a failed
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
the Ravens. When the Raven Queen sees a soul or a piece of information she wants, she sends her ravens to alert the shadar-kai. Her minions then put their trust in these cryptic, cawing guides to
lead them to where the barriers are weakest so they can then slip across planes to their destination. Once at their destination, the shadar-kai watch and wait, looking for the tragedies their queen
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
the Ravens. When the Raven Queen sees a soul or a piece of information she wants, she sends her ravens to alert the shadar-kai. Her minions then put their trust in these cryptic, cawing guides to
lead them to where the barriers are weakest so they can then slip across planes to their destination. Once at their destination, the shadar-kai watch and wait, looking for the tragedies their queen
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
the Ravens. When the Raven Queen sees a soul or a piece of information she wants, she sends her ravens to alert the shadar-kai. Her minions then put their trust in these cryptic, cawing guides to
lead them to where the barriers are weakest so they can then slip across planes to their destination. Once at their destination, the shadar-kai watch and wait, looking for the tragedies their queen
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
engulfing its prey in a phantasmagorical nightmare. The key to defeating a dream eater lies not in brute force but in the ability to pierce its illusions and wrest others from its terrors. As such, bards
, piercing, and slashing from nonmagical attacks
Damage Immunities psychic
Condition Immunities blinded, charmed, frightened, grappled, paralyzed, petrified, restrained
Senses blindsight 120 ft
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
engulfing its prey in a phantasmagorical nightmare. The key to defeating a dream eater lies not in brute force but in the ability to pierce its illusions and wrest others from its terrors. As such, bards
, piercing, and slashing from nonmagical attacks
Damage Immunities psychic
Condition Immunities blinded, charmed, frightened, grappled, paralyzed, petrified, restrained
Senses blindsight 120 ft
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
engulfing its prey in a phantasmagorical nightmare. The key to defeating a dream eater lies not in brute force but in the ability to pierce its illusions and wrest others from its terrors. As such, bards
, piercing, and slashing from nonmagical attacks
Damage Immunities psychic
Condition Immunities blinded, charmed, frightened, grappled, paralyzed, petrified, restrained
Senses blindsight 120 ft
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
to extract memories from it to gain insight into the victim’s past or find lore that otherwise would be lost. Constructed Nature. A stone cursed doesn’t require air, food, drink, or sleep. CRYPTIC
succeed on a DC 12 Constitution saving throw, or it begins to turn to stone and is restrained until the end of its next turn, when it must repeat the saving throw. The effect ends if the second save is successful; otherwise the target is petrified for 24 hours.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
into the victim’s past or find lore that otherwise would be lost. Cryptic Whispers Even though a creature transformed into a stone cursed is long dead, a vague whisper of their memories lives on in
and is restrained until the end of its next turn, when it must repeat the saving throw. The effect ends if the second save is successful; otherwise the target is petrified for 24 hours.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
into the victim’s past or find lore that otherwise would be lost. Cryptic Whispers Even though a creature transformed into a stone cursed is long dead, a vague whisper of their memories lives on in
and is restrained until the end of its next turn, when it must repeat the saving throw. The effect ends if the second save is successful; otherwise the target is petrified for 24 hours.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
to extract memories from it to gain insight into the victim’s past or find lore that otherwise would be lost. Constructed Nature. A stone cursed doesn’t require air, food, drink, or sleep. CRYPTIC
succeed on a DC 12 Constitution saving throw, or it begins to turn to stone and is restrained until the end of its next turn, when it must repeat the saving throw. The effect ends if the second save is successful; otherwise the target is petrified for 24 hours.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
to extract memories from it to gain insight into the victim’s past or find lore that otherwise would be lost. Constructed Nature. A stone cursed doesn’t require air, food, drink, or sleep. CRYPTIC
succeed on a DC 12 Constitution saving throw, or it begins to turn to stone and is restrained until the end of its next turn, when it must repeat the saving throw. The effect ends if the second save is successful; otherwise the target is petrified for 24 hours.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
into the victim’s past or find lore that otherwise would be lost. Cryptic Whispers Even though a creature transformed into a stone cursed is long dead, a vague whisper of their memories lives on in
and is restrained until the end of its next turn, when it must repeat the saving throw. The effect ends if the second save is successful; otherwise the target is petrified for 24 hours.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
professor magically compresses time around up to six creatures of its choice that it can see within 30 feet of itself. Each target must succeed on a DC 15 Wisdom saving throw or be restrained for 1
minute, but the restrained target’s speed is halved instead of being reduced to 0. At the start of each of its turns, the restrained target takes 4 (1d8) force damage. A restrained target can repeat the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
professor magically compresses time around up to six creatures of its choice that it can see within 30 feet of itself. Each target must succeed on a DC 15 Wisdom saving throw or be restrained for 1
minute, but the restrained target’s speed is halved instead of being reduced to 0. At the start of each of its turns, the restrained target takes 4 (1d8) force damage. A restrained target can repeat the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
professor magically compresses time around up to six creatures of its choice that it can see within 30 feet of itself. Each target must succeed on a DC 15 Wisdom saving throw or be restrained for 1
minute, but the restrained target’s speed is halved instead of being reduced to 0. At the start of each of its turns, the restrained target takes 4 (1d8) force damage. A restrained target can repeat the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
and tragedies that might please their deity. They are rumored to be able to coax worldly events along tragic paths for her amusement. The Raven Queen is famously cryptic even to her most devoted
skies around it when they emerge from within, bearing her cryptic messages and omens far and wide across the multiverse. Within the fortress are items that the Raven Queen finds irresistible: objects
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
he moves the lever to trigger a trap. Trap. When the lever is pulled, iron spikes spring out from the floor and ceiling to form barriers across each doorway. A creature in either opening must succeed
on a DC 12 Dexterity saving throw or take 7 (2d6) piercing damage from the spikes and be restrained until the spikes are retracted or the barrier is destroyed. The spikes can be retracted only by
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
he moves the lever to trigger a trap. Trap. When the lever is pulled, iron spikes spring out from the floor and ceiling to form barriers across each doorway. A creature in either opening must succeed
on a DC 12 Dexterity saving throw or take 7 (2d6) piercing damage from the spikes and be restrained until the spikes are retracted or the barrier is destroyed. The spikes can be retracted only by
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
he moves the lever to trigger a trap. Trap. When the lever is pulled, iron spikes spring out from the floor and ceiling to form barriers across each doorway. A creature in either opening must succeed
on a DC 12 Dexterity saving throw or take 7 (2d6) piercing damage from the spikes and be restrained until the spikes are retracted or the barrier is destroyed. The spikes can be retracted only by
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
and tragedies that might please their deity. They are rumored to be able to coax worldly events along tragic paths for her amusement. The Raven Queen is famously cryptic even to her most devoted
skies around it when they emerge from within, bearing her cryptic messages and omens far and wide across the multiverse. Within the fortress are items that the Raven Queen finds irresistible: objects






