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Returning 35 results for 'barely breaking diffusing confined remains'.
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Magic Items
Dungeon Master’s Guide
Magic action and use a command word to activate it. It remains activated until you take a Magic action and repeat the command word to deactivate it.
Any creature other than you that sees its
within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed.
If the mirror traps a creature but its twelve extradimensional cells are
Equipment
The jagged vertebrae sword of a fishfolk warrior can barely be called a sword. Locals would say it’s better described as a makeshift weapon crafted from a fish skeleton and sea trash. Its poor
vertebrae sword, you can use a bonus action to rake and twist the weapon, breaking off some of the sword’s boney barbs and dealing an extra 1d8 piercing damage. The vertebrae sword can only be used in this way 5 times before it becomes unusable as a weapon.
Mirror of Life Trapping
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
it. It remains activated until you use an action to speak the command word again.
Any creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed
creature is confined to the cell until freed.
If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the
Imprisonment
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.
The special component for this version of the spell is a miniature representation of the prison made from jade
other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect.
The special
Monsters
Mordenkainen's Fiendish Folio Volume 1
. Unfortunately, when it reaches that breaking point, its diabolical nature asserts itself, and it remains in this scheming, dominating mindset until its plans are foiled and it faces defeat. Then, overwhelmed
Monsters
Curse of Strahd
guilt and regret have dispelled all evil thoughts from her mind and cleansed her tortured soul. But Kasimir remains unconvinced by her assertions, because he knows that Strahd has corrupted Patrina and
spying on the temple for years, but he needs adventurers to help him survive its perils. He thinks that the secret to breaking Strahd's pact and freeing Barovia from its curse might be hidden there, but
Monsters
Mordenkainen's Fiendish Folio Volume 1
of druids (possibly in service to Malar or Talos) who cultivated the first of these creatures. However, it remains unknown whether their intent was to create a benign means of breaking down monstrous
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, read or paraphrase the following text: Amid the vast desert, a great pyramid rises from the sands, barely touched by time. Stairs ascend from the sand to an opening in the pyramid.
Near the base of
grounds but as part of a sacred process to convey a pharaoh’s soul to the afterlife. These monuments also entomb the remains of their consorts and favored leaders, preparing pharaohs and their closest
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, read or paraphrase the following text: Amid the vast desert, a great pyramid rises from the sands, barely touched by time. Stairs ascend from the sand to an opening in the pyramid.
Near the base of
grounds but as part of a sacred process to convey a pharaoh’s soul to the afterlife. These monuments also entomb the remains of their consorts and favored leaders, preparing pharaohs and their closest
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, read or paraphrase the following text: Amid the vast desert, a great pyramid rises from the sands, barely touched by time. Stairs ascend from the sand to an opening in the pyramid.
Near the base of
grounds but as part of a sacred process to convey a pharaoh’s soul to the afterlife. These monuments also entomb the remains of their consorts and favored leaders, preparing pharaohs and their closest
Magic Items
Storm King's Thunder
creature can’t be touched or moved from the throne. Touching a Ruling Scepter to the force field dispels the field, though the creature remains paralyzed until it is separated from the throne.
Any
breaking at least five Ruling Scepters of Shanatar simultaneously on it. This fact has never been recorded or sung of among the dwarves or any bards or storytellers, and it can’t be discovered
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Banrion the Unicorn As the guardian of the fey woods, the unicorn Banrion has grown weary in her losing battle against the hags, and remains effectively confined to the rocky plateau that is her lair
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Banrion the Unicorn As the guardian of the fey woods, the unicorn Banrion has grown weary in her losing battle against the hags, and remains effectively confined to the rocky plateau that is her lair
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Banrion the Unicorn As the guardian of the fey woods, the unicorn Banrion has grown weary in her losing battle against the hags, and remains effectively confined to the rocky plateau that is her lair
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Skum Several poor souls around the Styes have succumbed to an aboleth’s magic through its disease-bearing touch. Transformed into creatures called skum, they barely resemble their past forms, their
.
Actions
Multiattack. The skum makes three attacks: two with its trident and one with its Mind-Breaking Touch.
Trident. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Skum Several poor souls around the Styes have succumbed to an aboleth’s magic through its disease-bearing touch. Transformed into creatures called skum, they barely resemble their past forms, their
.
Actions
Multiattack. The skum makes three attacks: two with its trident and one with its Mind-Breaking Touch.
Trident. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Skum Several poor souls around the Styes have succumbed to an aboleth’s magic through its disease-bearing touch. Transformed into creatures called skum, they barely resemble their past forms, their
.
Actions
Multiattack. The skum makes three attacks: two with its trident and one with its Mind-Breaking Touch.
Trident. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
stone (the remains of petrified victims) litter the floor in the alcoves. The triceratops confined to the metal pen in the northwest corner is docile until threatened. The yuan-ti use it to pull
with green flames flicker on the walls, and the air reeks of dung. Two wagons are parked in one corner, and a triceratops is confined to a metal pen in another. To the west are a pair of dark alcoves
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
stone (the remains of petrified victims) litter the floor in the alcoves. The triceratops confined to the metal pen in the northwest corner is docile until threatened. The yuan-ti use it to pull
with green flames flicker on the walls, and the air reeks of dung. Two wagons are parked in one corner, and a triceratops is confined to a metal pen in another. To the west are a pair of dark alcoves
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
stone (the remains of petrified victims) litter the floor in the alcoves. The triceratops confined to the metal pen in the northwest corner is docile until threatened. The yuan-ti use it to pull
with green flames flicker on the walls, and the air reeks of dung. Two wagons are parked in one corner, and a triceratops is confined to a metal pen in another. To the west are a pair of dark alcoves
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
17. Old Streambed The stream flowing from area 10 to area 18 used to continue through this low passage, eventually emptying out into area 16. This passageway is barely four feet high and is
smelter. Then the earthquakes that rocked Wave Echo Cave during the final spell battle of the orc invasion collapsed the floor in area 18, diverting the stream once again. The old streambed remains as
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
confined to the cells (see below) until they were sacrificed. After death, they would be brought back to this room, where the high priest would animate them as zombies. Cells. All three cell doors
are locked; a skeleton in the east tunnel (area T10) holds the keys. The DC to pick one of these locks is 15. The cells’ contents are as follows: Cell A holds the skeletal remains of two humans. Cell B
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
confined to the cells (see below) until they were sacrificed. After death, they would be brought back to this room, where the high priest would animate them as zombies. Cells. All three cell doors
are locked; a skeleton in the east tunnel (area T10) holds the keys. The DC to pick one of these locks is 15. The cells’ contents are as follows: Cell A holds the skeletal remains of two humans. Cell B
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
confined to the cells (see below) until they were sacrificed. After death, they would be brought back to this room, where the high priest would animate them as zombies. Cells. All three cell doors
are locked; a skeleton in the east tunnel (area T10) holds the keys. The DC to pick one of these locks is 15. The cells’ contents are as follows: Cell A holds the skeletal remains of two humans. Cell B
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
17. Old Streambed The stream flowing from area 10 to area 18 used to continue through this low passage, eventually emptying out into area 16. This passageway is barely four feet high and is
smelter. Then the earthquakes that rocked Wave Echo Cave during the final spell battle of the orc invasion collapsed the floor in area 18, diverting the stream once again. The old streambed remains as
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
17. Old Streambed The stream flowing from area 10 to area 18 used to continue through this low passage, eventually emptying out into area 16. This passageway is barely four feet high and is
smelter. Then the earthquakes that rocked Wave Echo Cave during the final spell battle of the orc invasion collapsed the floor in area 18, diverting the stream once again. The old streambed remains as
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
coffers are scattered about. Inside the sarcophagus are the parts of a mummy (not an undead, exactly, for at this time it is the mummified remains of a human) with wrappings partially undone and
tattered. Treasure. A huge amethyst, worth 5,000 gp, is barely visible between the wrappings that cover the mummy’s head. A character who examines the mummy and succeeds on a DC 20 Wisdom (Perception) check
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
coffers are scattered about. Inside the sarcophagus are the parts of a mummy (not an undead, exactly, for at this time it is the mummified remains of a human) with wrappings partially undone and
tattered. Treasure. A huge amethyst, worth 5,000 gp, is barely visible between the wrappings that cover the mummy’s head. A character who examines the mummy and succeeds on a DC 20 Wisdom (Perception) check
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
coffers are scattered about. Inside the sarcophagus are the parts of a mummy (not an undead, exactly, for at this time it is the mummified remains of a human) with wrappings partially undone and
tattered. Treasure. A huge amethyst, worth 5,000 gp, is barely visible between the wrappings that cover the mummy’s head. A character who examines the mummy and succeeds on a DC 20 Wisdom (Perception) check
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Breaking the Contract Voiding the infernal contract between Zariel and Thavius Kreeg causes the hellish chains binding Elturel to crumble to ash. This can be accomplished by either killing Zariel or
Baldur’s Gate, he crawled out of the River Styx as a lemure. In accordance with the terms of their contract, Zariel promoted him to an amnizu, then confined him in her fortress (see “Poor Devil: Thavius
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
8. Prisoner Pits An iron portcullis seals this chamber. The lever to raise it is located in area 6. Characters captured by the yuan-ti are confined here. If this is how the characters first arrive
checks made to jump. Fenthaza (see area 5) carries the keys for these bindings. See “Adventuring Gear” in chapter 5 of the Player’s Handbook for rules on breaking, escaping, and unlocking manacles (and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Breaking the Contract Voiding the infernal contract between Zariel and Thavius Kreeg causes the hellish chains binding Elturel to crumble to ash. This can be accomplished by either killing Zariel or
Baldur’s Gate, he crawled out of the River Styx as a lemure. In accordance with the terms of their contract, Zariel promoted him to an amnizu, then confined him in her fortress (see “Poor Devil: Thavius
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Breaking the Contract Voiding the infernal contract between Zariel and Thavius Kreeg causes the hellish chains binding Elturel to crumble to ash. This can be accomplished by either killing Zariel or
Baldur’s Gate, he crawled out of the River Styx as a lemure. In accordance with the terms of their contract, Zariel promoted him to an amnizu, then confined him in her fortress (see “Poor Devil: Thavius
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
8. Prisoner Pits An iron portcullis seals this chamber. The lever to raise it is located in area 6. Characters captured by the yuan-ti are confined here. If this is how the characters first arrive
checks made to jump. Fenthaza (see area 5) carries the keys for these bindings. See “Adventuring Gear” in chapter 5 of the Player’s Handbook for rules on breaking, escaping, and unlocking manacles (and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
8. Prisoner Pits An iron portcullis seals this chamber. The lever to raise it is located in area 6. Characters captured by the yuan-ti are confined here. If this is how the characters first arrive
checks made to jump. Fenthaza (see area 5) carries the keys for these bindings. See “Adventuring Gear” in chapter 5 of the Player’s Handbook for rules on breaking, escaping, and unlocking manacles (and






