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Returning 35 results for 'barriers bind diffusing currents repeat'.
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Monsters
Lost Laboratory of Kwalish
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
);{"diceNotation":"2d8+4","rollType":"damage","rollAction":"Mind Blast","rollDamageType":"psychic"} psychic damage and be stunned 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.Necrotic, Poison, Psychic
Monsters
Bigby Presents: Glory of the Giants
affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Multiattack. The dust hulk makes three Slam attacks. It can replace one of these
their bodies as living works of art. As they fly, coursing along wind currents or blowing through underground tunnels like living sandstorms, they create mesmerizing dances with their ever-shifting forms.Poison
Rod of Lordly Might
Legacy
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Magic Items
Basic Rules (2014)
battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.
If you press button 6, the rod assumes or remains in its normal form and
attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of
Monsters
Quests from the Infinite Staircase
circuitry is prone to overload if exposed to strong electrical currents. A robot has a pair of small appendages for fine motor control and object manipulation, as well as two larger appendages
. Robots that endure long stretches of isolation, mistreatment, or neglect are prone to malfunctions. Some robots become despondent or cruel, while others obsessively repeat their last directive or adopt new, peculiar purposes of their own.Cold, PoisonAcid, Fire
Monsters
Vecna: Eve of Ruin
condition and can’t regain hit points. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Trident of Chaos. Melee Weapon Attack
couldn’t be stopped.
In desperation, Miska’s opponents crafted an artifact to bind him in an extraplanar prison. This rod broke apart after sealing him in Pandemonium, scattering across
Monsters
Fizban's Treasury of Dragons
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
If a creature’s saving throw is successful or the effect ends for it, the creature is
immune to this ghost dragon’s Terrifying Breath for the next 24 hours.A dragon’s attachment to a hoard can be strong enough to bind the dragon’s spirit to existence after death. Such
Monsters
Quests from the Infinite Staircase
overload if exposed to strong electrical currents. A robot has a pair of small appendages for fine motor control and object manipulation, as well as two larger appendages specialized for its role. Robots
stretches of isolation, mistreatment, or neglect are prone to malfunctions. Some robots become despondent or cruel, while others obsessively repeat their last directive or adopt new, peculiar purposes
Monsters
Infernal Machine Rebuild
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
);{"diceNotation":"2d8+4","rollType":"damage","rollAction":"Mind Blast","rollDamageType":"psychic"} psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its
Monsters
The Book of Many Things
":"Card Spray", "rollDamageType":"force"} force damage and has the restrained condition for 1 minute as cards bind it. On a successful save, a creature takes half as much damage only. A restrained
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Plane Shift. The riffler casts the Plane Shift spell targeting only itself, requiring no
Monsters
Icewind Dale: Rime of the Frostmaiden
Detect Sentience. The brain can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature
+4","rollType":"damage","rollAction":"Mind Blast","rollDamageType":"psychic"} psychic damage and be stunned for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns
Monsters
Candlekeep Mysteries
gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns
become frightened 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. If a creature’s saving throw is successful or the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Tlincallis, also called scorpion folk, are chitin-covered creatures with a humanlike upper body
alive. After using their stingers to paralyze victims and their spiked chains to bind them, tlincallis take these captives back to their encampment and tie them to cacti or rock formations. When the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
5 feet of the morkoth. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature’s saving
without notice. The environment is warm and wet, a subtropical or tropical climate that keeps the morkoth and its “guests” comfortable.
Each island glides on planar currents and is safe from
Monsters
Baldur’s Gate: Descent into Avernus
":"necrotic"} necrotic damage and be poisoned for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its turns
lemures, which she can then promote to higher forms of devils. Only by tempting mortals with power on the Material Plane and striking bargains with them can she bind them to her in the afterlife
Monsters
Fizban's Treasury of Dragons
);{"diceNotation":"3d10","rollType":"damage","rollAction":"Tadpole Brine Breath","rollDamageType":"psychic"} psychic damage at the start of each of its turns. The creature can repeat the saving throw at
away when a colony manages to capture a dragon. Teams of mind flayers bind the dragon, which is subject to a gruesome transformation as the elder brain latches onto the dragon’s back and digs its
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
currents. A robot has a pair of small appendages for fine motor control and object manipulation, as well as two larger appendages specialized for its role. Robots are programmed with intelligence
neglect are prone to malfunctions. Some robots become despondent or cruel, while others obsessively repeat their last directive or adopt new, peculiar purposes of their own.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollDamageType":"psychic"} psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting. The
that path is long and fraught with barriers. Alhoons are mind flayers who have used a shortcut to attain a lichlike state.
Elder brains forbid mind flayers from pursuing magic power aside from psionics
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Cables” sidebar).
WEB CABLES
The sections of the Maze Level controlled by House Freth are defended by barriers of thick webs as strong as iron cables. These webs are produced by an iron spider
fit through a 2-foot-square hole can also pass through these gaps, but all others are unable to do so. The cables are slightly sticky to the touch, but cannot bind or hold creatures.
Each web cable
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
)
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take
13 (2d8 + 4) psychic damage and be stunned 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.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
their ancestors’ passion for artistry, but instead of carving stone, they view their bodies as living works of art. As they fly, coursing along wind currents or blowing through underground tunnels
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Actions
Multiattack. The dust hulk makes three Slam attacks. It can replace one of these
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
doors, barricades, and other barriers. If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a
a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can’t be used again until the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers. If you press button 6, the
repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can’t be used again until the next dawn. Terrify. While holding the rod, you can use an action to
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
who expended tremendous amounts of magical power to breach the barriers that separate the Nine Hells from other planes. Using Devils Devils aren’t numerous in The Rise of Tiamat until the final
an offer should put all characters—not just those of good alignment—in a bind. Bargaining with devils is a fool’s game, but if the alternative is the end of the world, it might be the adventurers
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
who expended tremendous amounts of magical power to breach the barriers that separate the Nine Hells from other planes. Using Devils Devils aren’t numerous in The Rise of Tiamat until the final
an offer should put all characters—not just those of good alignment—in a bind. Bargaining with devils is a fool’s game, but if the alternative is the end of the world, it might be the adventurers
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, and though Asmodeus can bend these laws, he seldom does. Most devils in the Material Plane were summoned there by mortal mages who expended tremendous amounts of magical power to breach the barriers
a bind. Bargaining with devils is a fool’s game, but if the alternative is the end of the world, it might be the adventurers’ only option. Devils in the adventure should always be one step ahead of
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Magic Resistance. The brain has advantage on saving throws against spells and other
(3d8 + 4) psychic damage and be stunned for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Innate Spellcasting
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, Miska’s opponents crafted an artifact to bind him in an extraplanar prison. This rod broke apart after sealing him in Pandemonium, scattering across the planes and becoming known as the Rod of Seven
poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Trident of Chaos. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Magic Resistance. The
must succeed on a DC 14 Intelligence saving throw or take 17 (3d8 + 4) psychic damage and be stunned for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Treebound. Powerful fey will sometimes bind lesser fey spirits to trees, transforming them into dryads. This is sometimes done as a punishment when the fey spirit falls in love with a mortal and that love
or actions in the most favorable way it can.
Each time the dryad or her allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
in an ettercap’s abdomen, letting it shoot sticky strands of webbing to bind, entrap, or strangle its victims. It can also use its webbing to fashion elaborate snares and nets, which often festoon
, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
kill, but they also take some of their prey alive when they have new mouths to feed. After using their stingers to paralyze victims and their spiked chains to bind them, tlincallis take these
succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. If it fails the saving throw by 5 or more, the target is also paralyzed while poisoned. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, he can use an action to make a DC 15 Charisma check, turning the quaggoth slaves against their drow masters on a success. If the drow are disposed of, Derendil can repeat the check to turn the
characters are themselves demons, come to bind it into servitude, at which point it attacks and tries to destroy them. Web Break A strand of web under one randomly determined party member snaps. Each
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
.
-Fizban
A dragon’s attachment to a hoard can be strong enough to bind the dragon’s spirit to existence after death. Such a ghost dragon haunts the hoard, often forming an attachment to a single
frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this ghost dragon’s Terrifying Breath for the next 24 hours.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, but when they have new mouths to feed, they are careful to take some of their prey alive. After using their stingers to paralyze victims and their spiked chains to bind them, tlincallis take these
a DC 14 Constitution saving throw or be poisoned for 1 minute. If it fails the saving throw by 5 or more, the target is also paralyzed while poisoned. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
damage and has the restrained condition for 1 minute as cards bind it. On a successful save, a creature takes half as much damage only. A restrained creature can repeat the saving throw at the end of






