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Returning 35 results for 'barrier being diffusing coin restrained'.
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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
Repelling Burst attacks. It can also use Force Barrier, if available.
Repelling Burst. Melee Spell Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Repelling Burst"} to hit
Monsters
Mordenkainen Presents: Monsters of the Multiverse
and using Charisma as the spellcasting ability (spell save DC 20):
At will: command, dancing lights, detect magic, thaumaturgy
2/day each: banishment, blade barrier, cure wounds, hold person, plane
drow can see within 120 feet of her. Each creature within 60 feet of that point must succeed a DC 19 Dexterity saving throw or be restrained for 1 minute. A creature can repeat the saving throw at
Monsters
The Book of Many Things
this grapple ends, the target has the restrained condition, and the medusa can’t constrict another creature.
Final Blade. Melee Weapon Attack: +12;{"diceNotation":"1d20+12", "rollType":"to hit
2/day: Mass Cure Wounds (cast at 8th level)
1/day each: Blade Barrier, Divination, Greater RestorationThe medusa can take 3 legendary actions, choosing from the options below. It can take only one
Monsters
Mordenkainen Presents: Monsters of the Multiverse
and using Charisma as the spellcasting ability (spell save DC 20):
At will: command, dancing lights, detect magic, thaumaturgy
2/day each: banishment, blade barrier, cure wounds, hold person, plane
Dexterity saving throw or be restrained for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Telekinetic Throw. The drow
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Exact Change Difficulty: Hard This puzzle provides an elaborate, coin-based lock to any sort of door, vault, or other barrier. The door here is locked and has no handle. Instead, there is a slot in
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Exact Change Difficulty: Hard This puzzle provides an elaborate, coin-based lock to any sort of door, vault, or other barrier. The door here is locked and has no handle. Instead, there is a slot in
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Exact Change Difficulty: Hard This puzzle provides an elaborate, coin-based lock to any sort of door, vault, or other barrier. The door here is locked and has no handle. Instead, there is a slot in
Compendium
- Sources->Dungeons & Dragons->Monster Manual
their pools. Rule 2: Before you drink from a fountain or pool, toss a copper coin into it. It’s a small price to pay for your life!
—X the Mystic’s
Rules of Dungeon Survival
Water Weird Large
Score Mod Save
Int 11 +0 +0
Wis 10 +0 +0
Cha 10 +0 +0
Resistances Fire
Immunities Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Compendium
- Sources->Dungeons & Dragons->Monster Manual
their pools. Rule 2: Before you drink from a fountain or pool, toss a copper coin into it. It’s a small price to pay for your life!
—X the Mystic’s
Rules of Dungeon Survival
Water Weird Large
Score Mod Save
Int 11 +0 +0
Wis 10 +0 +0
Cha 10 +0 +0
Resistances Fire
Immunities Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Compendium
- Sources->Dungeons & Dragons->Monster Manual
their pools. Rule 2: Before you drink from a fountain or pool, toss a copper coin into it. It’s a small price to pay for your life!
—X the Mystic’s
Rules of Dungeon Survival
Water Weird Large
Score Mod Save
Int 11 +0 +0
Wis 10 +0 +0
Cha 10 +0 +0
Resistances Fire
Immunities Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. “Before you drink from a fountain or pool, toss a copper coin into it. It’s a small price to pay for your life.”
— X the Mystic’s 2nd rule of dungeon survival
Water Weird
Large elemental
)
Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, poisoned, restrained, prone
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. “Before you drink from a fountain or pool, toss a copper coin into it. It’s a small price to pay for your life.”
— X the Mystic’s 2nd rule of dungeon survival
Water Weird
Large elemental
)
Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, poisoned, restrained, prone
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. “Before you drink from a fountain or pool, toss a copper coin into it. It’s a small price to pay for your life.”
— X the Mystic’s 2nd rule of dungeon survival
Water Weird
Large elemental
)
Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, poisoned, restrained, prone
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
a failed check, the crowd counts as 10 feet of difficult terrain. 3 A large stained-glass window or similar barrier blocks your path. Make a DC 10 Strength saving throw to smash through the barrier
and keep going. On a failed save, you bounce off the barrier and fall prone. 4 A maze of barrels, crates, or similar obstacles stands in your way. Make a DC 10 Dexterity (Acrobatics) or Intelligence
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
a failed check, the crowd counts as 10 feet of difficult terrain. 3 A large stained-glass window or similar barrier blocks your path. Make a DC 10 Strength saving throw to smash through the barrier
and keep going. On a failed save, you bounce off the barrier and fall prone. 4 A maze of barrels, crates, or similar obstacles stands in your way. Make a DC 10 Dexterity (Acrobatics) or Intelligence
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
a failed check, the crowd counts as 10 feet of difficult terrain. 3 A large stained-glass window or similar barrier blocks your path. Make a DC 10 Strength saving throw to smash through the barrier
and keep going. On a failed save, you bounce off the barrier and fall prone. 4 A maze of barrels, crates, or similar obstacles stands in your way. Make a DC 10 Dexterity (Acrobatics) or Intelligence
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
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 (Recharge 5–6). The
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
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
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 (Recharge 5–6). The
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
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
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 (Recharge 5–6). The
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
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
, it has the grappled condition (escape DC 20). Until this grapple ends, the target has the restrained condition, and the medusa can’t constrict another creature.
Final Blade. Melee Weapon Attack
, Thaumaturgy
2/day: Mass Cure Wounds (cast at 8th level)
1/day each: Blade Barrier, Divination, Greater Restoration
Bonus Actions
Petrifying Gaze (Recharge 4–6). The medusa unleashes petrifying
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
, it has the grappled condition (escape DC 20). Until this grapple ends, the target has the restrained condition, and the medusa can’t constrict another creature.
Final Blade. Melee Weapon Attack
, Thaumaturgy
2/day: Mass Cure Wounds (cast at 8th level)
1/day each: Blade Barrier, Divination, Greater Restoration
Bonus Actions
Petrifying Gaze (Recharge 4–6). The medusa unleashes petrifying
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
, it has the grappled condition (escape DC 20). Until this grapple ends, the target has the restrained condition, and the medusa can’t constrict another creature.
Final Blade. Melee Weapon Attack
, Thaumaturgy
2/day: Mass Cure Wounds (cast at 8th level)
1/day each: Blade Barrier, Divination, Greater Restoration
Bonus Actions
Petrifying Gaze (Recharge 4–6). The medusa unleashes petrifying
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Negative Plane from the Shadowfell in places where the barrier between the planes is thin. Stepping onto the Negative Plane is almost always fatal since the plane sucks the life and soul from creatures
, petrified, poisoned, prone, restrained
Senses darkvision 120 ft., passive Perception 9
Languages —
Challenge 20 (25,000 XP) Proficiency Bonus +6
Annihilating Aura. Any creature that starts its
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
the Shadowfell in a place where the barrier between the planes is thin. Stepping into the Negative Plane is tantamount to suicide, since the plane sucks the life and soul from such audacious creatures
slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 120 ft
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
the Shadowfell in a place where the barrier between the planes is thin. Stepping into the Negative Plane is tantamount to suicide, since the plane sucks the life and soul from such audacious creatures
slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 120 ft
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Tempest Spirit A storm giant can escape death through a mystical ritual that transforms the giant into a semiconscious storm. However, if the giant performs the ritual in a place where the barrier
, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses passive Perception 19
Languages Common, Giant
Challenge 15 (13,000 XP) Proficiency Bonus +5
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Negative Plane from the Shadowfell in places where the barrier between the planes is thin. Stepping onto the Negative Plane is almost always fatal since the plane sucks the life and soul from creatures
, petrified, poisoned, prone, restrained
Senses darkvision 120 ft., passive Perception 9
Languages —
Challenge 20 (25,000 XP) Proficiency Bonus +6
Annihilating Aura. Any creature that starts its
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
the Shadowfell in a place where the barrier between the planes is thin. Stepping into the Negative Plane is tantamount to suicide, since the plane sucks the life and soul from such audacious creatures
slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 120 ft
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Negative Plane from the Shadowfell in places where the barrier between the planes is thin. Stepping onto the Negative Plane is almost always fatal since the plane sucks the life and soul from creatures
, petrified, poisoned, prone, restrained
Senses darkvision 120 ft., passive Perception 9
Languages —
Challenge 20 (25,000 XP) Proficiency Bonus +6
Annihilating Aura. Any creature that starts its
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Tempest Spirit A storm giant can escape death through a mystical ritual that transforms the giant into a semiconscious storm. However, if the giant performs the ritual in a place where the barrier
, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses passive Perception 19
Languages Common, Giant
Challenge 15 (13,000 XP) Proficiency Bonus +5
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Tempest Spirit A storm giant can escape death through a mystical ritual that transforms the giant into a semiconscious storm. However, if the giant performs the ritual in a place where the barrier
, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses passive Perception 19
Languages Common, Giant
Challenge 15 (13,000 XP) Proficiency Bonus +5
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities blinded, deafened, exhaustion, grappled, paralyzed, petrified, poisoned, restrained, unconscious
.
Unfettered. The living spell can move through any barrier, even a wall of magical force.
Unusual Nature. The living spell doesn’t require air, food, drink, or sleep.
Actions
Force Blade. Melee
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities blinded, deafened, exhaustion, grappled, paralyzed, petrified, poisoned, restrained, unconscious
.
Unfettered. The living spell can move through any barrier, even a wall of magical force.
Unusual Nature. The living spell doesn’t require air, food, drink, or sleep.
Actions
Force Blade. Melee
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities blinded, deafened, exhaustion, grappled, paralyzed, petrified, poisoned, restrained, unconscious
.
Unfettered. The living spell can move through any barrier, even a wall of magical force.
Unusual Nature. The living spell doesn’t require air, food, drink, or sleep.
Actions
Force Blade. Melee
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
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
the spikes, but the gaps aren’t big enough for a character to slip through. The barriers of spikes grant three-quarters cover to creatures behind them. Each barrier has AC 15, 18 hit points, and






