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Returning 35 results for 'bars border diffusing candles restrained'.
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Monsters
Eberron: Rising from the Last War
":"Stomp","rollDamageType":"bludgeoning"} bludgeoning damage and fall prone. Until the colossus uses its Stomp again or moves, the creature is restrained. While restrained in this way, the creature (or
longer restrained.
Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).
Incinerating Beam
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Strength (Athletics) check. It can also be raised with a knock spell or by moving an iron lever hidden in one of two secret rooms (area 5A or 5B, whichever is closer). The bars of the portcullis are ice cold
away. If a creature is unable to move out of the way, it is knocked prone and restrained under the portcullis. 5B. Southeast Guard Room This room is similar to area 5A, except that the lever is located in the north wall.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Strength (Athletics) check. It can also be raised with a knock spell or by moving an iron lever hidden in one of two secret rooms (area 5A or 5B, whichever is closer). The bars of the portcullis are ice cold
away. If a creature is unable to move out of the way, it is knocked prone and restrained under the portcullis. 5B. Southeast Guard Room This room is similar to area 5A, except that the lever is located in the north wall.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Strength (Athletics) check. It can also be raised with a knock spell or by moving an iron lever hidden in one of two secret rooms (area 5A or 5B, whichever is closer). The bars of the portcullis are ice cold
away. If a creature is unable to move out of the way, it is knocked prone and restrained under the portcullis. 5B. Southeast Guard Room This room is similar to area 5A, except that the lever is located in the north wall.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
include candles and candle snuffers, potted mushrooms, mortars and pestles, lamps, belts, pentacle pendants, recipe books, sticks of colored chalk, kettles, cauldrons, spoons, stuffed animals, spools of
wire, glass beads, wigs, walking sticks, bars of soap, balls of yarn, cracked mirrors and prisms, quills, smoking pipes, empty scroll tubes, and torn sheaves of parchment. Though some of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
include candles and candle snuffers, potted mushrooms, mortars and pestles, lamps, belts, pentacle pendants, recipe books, sticks of colored chalk, kettles, cauldrons, spoons, stuffed animals, spools of
wire, glass beads, wigs, walking sticks, bars of soap, balls of yarn, cracked mirrors and prisms, quills, smoking pipes, empty scroll tubes, and torn sheaves of parchment. Though some of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
include candles and candle snuffers, potted mushrooms, mortars and pestles, lamps, belts, pentacle pendants, recipe books, sticks of colored chalk, kettles, cauldrons, spoons, stuffed animals, spools of
wire, glass beads, wigs, walking sticks, bars of soap, balls of yarn, cracked mirrors and prisms, quills, smoking pipes, empty scroll tubes, and torn sheaves of parchment. Though some of the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
foodstuffs — enough to sustain the Vanthampurs and the cultists in the dungeon for a month. The crates by the south wall contain candles, oil flasks, incense, and rat traps. Six of the barrels contain
tables with benches stand in the middle of the room, which is brightly lit by six tall wrought-iron candlesticks spaced along the walls. Each candlestick stands six feet high and has nine lit candles at
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
foodstuffs — enough to sustain the Vanthampurs and the cultists in the dungeon for a month. The crates by the south wall contain candles, oil flasks, incense, and rat traps. Six of the barrels contain
tables with benches stand in the middle of the room, which is brightly lit by six tall wrought-iron candlesticks spaced along the walls. Each candlestick stands six feet high and has nine lit candles at
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
foodstuffs — enough to sustain the Vanthampurs and the cultists in the dungeon for a month. The crates by the south wall contain candles, oil flasks, incense, and rat traps. Six of the barrels contain
tables with benches stand in the middle of the room, which is brightly lit by six tall wrought-iron candlesticks spaced along the walls. Each candlestick stands six feet high and has nine lit candles at
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
prone and can’t use its Stomp action, but makes three extra turret attacks when it takes the Multiattack action option. “Landro” (Colossus WX-33) is partially phased into a mountainside on the border of
succeed on a DC 26 Dexterity saving throw or take 33 (6d10) bludgeoning damage and fall prone. Until the colossus uses its Stomp again or moves, the creature is restrained. While restrained in this way
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
prone and can’t use its Stomp action, but makes three extra turret attacks when it takes the Multiattack action option. “Landro” (Colossus WX-33) is partially phased into a mountainside on the border of
succeed on a DC 26 Dexterity saving throw or take 33 (6d10) bludgeoning damage and fall prone. Until the colossus uses its Stomp again or moves, the creature is restrained. While restrained in this way
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
prone and can’t use its Stomp action, but makes three extra turret attacks when it takes the Multiattack action option. “Landro” (Colossus WX-33) is partially phased into a mountainside on the border of
succeed on a DC 26 Dexterity saving throw or take 33 (6d10) bludgeoning damage and fall prone. Until the colossus uses its Stomp again or moves, the creature is restrained. While restrained in this way
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive
visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive
visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive
visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
with keys.
Shed 7 contains 2d6 jars of ink, 3d12 blank pieces of parchment, 3d6 boxes of candles (12 candles per box), and 2d6 ink pens.
Shed 8 holds 3d6 crowbars, 3d6 hammers, and 3d6 miner’s picks
bars of soap per box).
Shed 11 holds four wooden chicken coops, each one containing 1d6 + 1 live chickens. Sacks of chicken feed are stored on a shelf above the coops.
Shed 12 is currently empty
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
with keys.
Shed 7 contains 2d6 jars of ink, 3d12 blank pieces of parchment, 3d6 boxes of candles (12 candles per box), and 2d6 ink pens.
Shed 8 holds 3d6 crowbars, 3d6 hammers, and 3d6 miner’s picks
bars of soap per box).
Shed 11 holds four wooden chicken coops, each one containing 1d6 + 1 live chickens. Sacks of chicken feed are stored on a shelf above the coops.
Shed 12 is currently empty
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
pilfer items that would otherwise be beyond its reach. To create such a rift in space, a boggle must be adjacent to a space defined by a frame, such as an open window or a doorway, a gap between the bars
creature that enters the puddle or starts its turn there must succeed on a DC 11 Strength saving throw or be restrained. On its turn, a creature can use an action to try to extricate itself, ending the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
from the impenetrable woods on both sides of the road, are high stone buttresses looming gray in the fog. Huge iron gates hang on the stonework. Dew clings with cold tenacity to the rusted bars. Two
cobwebs, without fear of being restrained or slowed down. A character can clear away the cobwebs from a 10-foot square as an action. Webs woven by giant spiders are a different matter; see “Dungeon Hazards” in chapter 5 in the Dungeon Master’s Guide for rules on giant spider webs.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
frame of the cage bottom. Such a creature takes 7 (2d6) bludgeoning damage and is pinned under the cage. While pinned, the character is prone and restrained. A character who uses an action to make a
successful DC 15 Strength check can lift the cage enough to allow one creature to escape. It takes a successful DC 20 Strength check to bend the rusty bars enough to allow everyone in or under the cage
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
from the impenetrable woods on both sides of the road, are high stone buttresses looming gray in the fog. Huge iron gates hang on the stonework. Dew clings with cold tenacity to the rusted bars. Two
cobwebs, without fear of being restrained or slowed down. A character can clear away the cobwebs from a 10-foot square as an action. Webs woven by giant spiders are a different matter; see “Dungeon Hazards” in chapter 5 in the Dungeon Master’s Guide for rules on giant spider webs.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
with keys.
Shed 7 contains 2d6 jars of ink, 3d12 blank pieces of parchment, 3d6 boxes of candles (12 candles per box), and 2d6 ink pens.
Shed 8 holds 3d6 crowbars, 3d6 hammers, and 3d6 miner’s picks
bars of soap per box).
Shed 11 holds four wooden chicken coops, each one containing 1d6 + 1 live chickens. Sacks of chicken feed are stored on a shelf above the coops.
Shed 12 is currently empty
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
from the impenetrable woods on both sides of the road, are high stone buttresses looming gray in the fog. Huge iron gates hang on the stonework. Dew clings with cold tenacity to the rusted bars. Two
cobwebs, without fear of being restrained or slowed down. A character can clear away the cobwebs from a 10-foot square as an action. Webs woven by giant spiders are a different matter; see “Dungeon Hazards” in chapter 5 in the Dungeon Master’s Guide for rules on giant spider webs.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
frame of the cage bottom. Such a creature takes 7 (2d6) bludgeoning damage and is pinned under the cage. While pinned, the character is prone and restrained. A character who uses an action to make a
successful DC 15 Strength check can lift the cage enough to allow one creature to escape. It takes a successful DC 20 Strength check to bend the rusty bars enough to allow everyone in or under the cage
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
pilfer items that would otherwise be beyond its reach. To create such a rift in space, a boggle must be adjacent to a space defined by a frame, such as an open window or a doorway, a gap between the bars
creature that enters the puddle or starts its turn there must succeed on a DC 11 Strength saving throw or be restrained. On its turn, a creature can use an action to try to extricate itself, ending the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
frame of the cage bottom. Such a creature takes 7 (2d6) bludgeoning damage and is pinned under the cage. While pinned, the character is prone and restrained. A character who uses an action to make a
successful DC 15 Strength check can lift the cage enough to allow one creature to escape. It takes a successful DC 20 Strength check to bend the rusty bars enough to allow everyone in or under the cage
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
pilfer items that would otherwise be beyond its reach. To create such a rift in space, a boggle must be adjacent to a space defined by a frame, such as an open window or a doorway, a gap between the bars
creature that enters the puddle or starts its turn there must succeed on a DC 11 Strength saving throw or be restrained. On its turn, a creature can use an action to try to extricate itself, ending the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
intruders as described in the “Beholder Tactics” section below. The hall contains one hundred lit candles. While the candles remain inside this vault, they burn indefinitely. If a candle is taken from the
being held. Any creature stuck to the sphere is restrained until the magnetic field deactivates. Any ranged attack made in the chamber that uses ammunition made wholly or partly from metal has
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
intruders as described in the “Beholder Tactics” section below. The hall contains one hundred lit candles. While the candles remain inside this vault, they burn indefinitely. If a candle is taken from the
being held. Any creature stuck to the sphere is restrained until the magnetic field deactivates. Any ranged attack made in the chamber that uses ammunition made wholly or partly from metal has
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
scrutiny. The runes are unfinished, so they have no effect. C2: Ritual Chamber Half-melted black candles surround a circle of arcane symbols scribed on the floor in white chalk. Scorch marks mar the floor
a failed check, the nothic and its sword start combat. C6: Cell Iron bars divide this chamber, forming a cell to the south. Flies buzz around a corpse sprawled on the floor of the cell.
The cell is
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
intruders as described in the “Beholder Tactics” section below. The hall contains one hundred lit candles. While the candles remain inside this vault, they burn indefinitely. If a candle is taken from the
being held. Any creature stuck to the sphere is restrained until the magnetic field deactivates. Any ranged attack made in the chamber that uses ammunition made wholly or partly from metal has
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
scrutiny. The runes are unfinished, so they have no effect. C2: Ritual Chamber Half-melted black candles surround a circle of arcane symbols scribed on the floor in white chalk. Scorch marks mar the floor
a failed check, the nothic and its sword start combat. C6: Cell Iron bars divide this chamber, forming a cell to the south. Flies buzz around a corpse sprawled on the floor of the cell.
The cell is
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
scrutiny. The runes are unfinished, so they have no effect. C2: Ritual Chamber Half-melted black candles surround a circle of arcane symbols scribed on the floor in white chalk. Scorch marks mar the floor
a failed check, the nothic and its sword start combat. C6: Cell Iron bars divide this chamber, forming a cell to the south. Flies buzz around a corpse sprawled on the floor of the cell.
The cell is
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, Restrained
Senses Darkvision 60 ft.; Passive Perception 11
Languages Common plus one other language
CR 4 (XP 1,100; PB +2)
Traits
Ethereal Sight. The ghost can see 60 feet into the
. The ghost casts the Etherealness spell, requiring no spell components and using Charisma as the spellcasting ability. The ghost is visible on the Material Plane while on the Border Ethereal and vice






