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Returning 35 results for 'basic been defying constructed restrained'.
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Classes
Player’s Handbook
mercenaries—as Fighters, they all share an unparalleled prowess with weapons and armor. And they are well acquainted with death, both meting it out and defying it.
Fighters master various
weapon techniques, and a well-equipped Fighter always has the right tool at hand for any combat situation. Likewise, a Fighter is adept with every form of armor. Beyond that basic degree of familiarity
Monsters
Mordenkainen Presents: Monsters of the Multiverse
damage, and the target is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the froghemoth, and
end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet of the froghemoth. If the froghemoth dies, any swallowed creature is no longer restrained by
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
with weapons and armor. And they are well acquainted with death, both meting it out and defying it. Fighters master various weapon techniques, and a well-equipped Fighter always has the right tool at
hand for any combat situation. Likewise, a Fighter is adept with every form of armor. Beyond that basic degree of familiarity, each Fighter specializes in certain styles of combat. Some concentrate on
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
with weapons and armor. And they are well acquainted with death, both meting it out and defying it. Fighters master various weapon techniques, and a well-equipped Fighter always has the right tool at
hand for any combat situation. Likewise, a Fighter is adept with every form of armor. Beyond that basic degree of familiarity, each Fighter specializes in certain styles of combat. Some concentrate on
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
—as Fighters, they all share an unparalleled prowess with weapons and armor. And they are well acquainted with death, both meting it out and defying it. Fighters master various weapon techniques, and
a well-equipped Fighter always has the right tool at hand for any combat situation. Likewise, a Fighter is adept with every form of armor. Beyond that basic degree of familiarity, each Fighter
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
—as Fighters, they all share an unparalleled prowess with weapons and armor. And they are well acquainted with death, both meting it out and defying it. Fighters master various weapon techniques, and
a well-equipped Fighter always has the right tool at hand for any combat situation. Likewise, a Fighter is adept with every form of armor. Beyond that basic degree of familiarity, each Fighter
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
with weapons and armor. And they are well acquainted with death, both meting it out and defying it. Fighters master various weapon techniques, and a well-equipped Fighter always has the right tool at
hand for any combat situation. Likewise, a Fighter is adept with every form of armor. Beyond that basic degree of familiarity, each Fighter specializes in certain styles of combat. Some concentrate on
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
—as Fighters, they all share an unparalleled prowess with weapons and armor. And they are well acquainted with death, both meting it out and defying it. Fighters master various weapon techniques, and
a well-equipped Fighter always has the right tool at hand for any combat situation. Likewise, a Fighter is adept with every form of armor. Beyond that basic degree of familiarity, each Fighter
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Treasure Because they live underground, kobolds have access to a remarkable amount of earth-based treasures such as metal ores and unpolished gems. They have the basic skill to extract metals found
are talented at crafting, so most tribes have a remarkable amount of treasure in the form of simple jewelry, such as armbands, rings, necklaces, and other items that are small or can be constructed out
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Treasure Because they live underground, kobolds have access to a remarkable amount of earth-based treasures such as metal ores and unpolished gems. They have the basic skill to extract metals found
are talented at crafting, so most tribes have a remarkable amount of treasure in the form of simple jewelry, such as armbands, rings, necklaces, and other items that are small or can be constructed out
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Treasure Because they live underground, kobolds have access to a remarkable amount of earth-based treasures such as metal ores and unpolished gems. They have the basic skill to extract metals found
are talented at crafting, so most tribes have a remarkable amount of treasure in the form of simple jewelry, such as armbands, rings, necklaces, and other items that are small or can be constructed out
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
tunnel. A buried creature is blinded and restrained, has total cover against attacks, and begins to suffocate when it runs out of breath (see “Suffocation” in the Basic Rules). Only a creature that is
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
tunnel. A buried creature is blinded and restrained, has total cover against attacks, and begins to suffocate when it runs out of breath (see “Suffocation” in the Basic Rules). Only a creature that is
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
tunnel. A buried creature is blinded and restrained, has total cover against attacks, and begins to suffocate when it runs out of breath (see “Suffocation” in the Basic Rules). Only a creature that is
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
ground. The character is restrained until 1 or more slashing damage is dealt to the snare’s cord. (See the appendix in the Basic Rules for the effect of being restrained.) A character who isn’t
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
ground. The character is restrained until 1 or more slashing damage is dealt to the snare’s cord. (See the appendix in the Basic Rules for the effect of being restrained.) A character who isn’t
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
ground. The character is restrained until 1 or more slashing damage is dealt to the snare’s cord. (See the appendix in the Basic Rules for the effect of being restrained.) A character who isn’t
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
100 gp total) to a svirfneblin named Kazook Pickshine in Blingdenstone, no questions asked. Jimjar, Topsy, and Turvy know of Kazook Pickshine and can provide basic information about the gnome
stops as soon as any of the brawlers is restrained or knocked unconscious. Neither of the duergar remember why they started fighting.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
100 gp total) to a svirfneblin named Kazook Pickshine in Blingdenstone, no questions asked. Jimjar, Topsy, and Turvy know of Kazook Pickshine and can provide basic information about the gnome
stops as soon as any of the brawlers is restrained or knocked unconscious. Neither of the duergar remember why they started fighting.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
100 gp total) to a svirfneblin named Kazook Pickshine in Blingdenstone, no questions asked. Jimjar, Topsy, and Turvy know of Kazook Pickshine and can provide basic information about the gnome
stops as soon as any of the brawlers is restrained or knocked unconscious. Neither of the duergar remember why they started fighting.
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->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
, but that discovery has eluded them so far. Constructed Nature. A hellfire engine doesn’t require air, food, drink, or sleep. Hellfire Engine
Huge construct, lawful evil
Armor Class 18 (natural
takes 28 (8d6) bludgeoning damage.
If the hellfire engine remains in the prone creature’s space, the creature is also restrained until it’s no longer in the same space as the hellfire engine. While
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, but that discovery has eluded them so far. Constructed Nature. A hellfire engine doesn’t require air, food, drink, or sleep. Hellfire Engine
Huge construct, lawful evil
Armor Class 18 (natural
takes 28 (8d6) bludgeoning damage.
If the hellfire engine remains in the prone creature’s space, the creature is also restrained until it’s no longer in the same space as the hellfire engine. While
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, but that discovery has eluded them so far. Constructed Nature. A hellfire engine doesn’t require air, food, drink, or sleep. Hellfire Engine
Huge construct, lawful evil
Armor Class 18 (natural
takes 28 (8d6) bludgeoning damage.
If the hellfire engine remains in the prone creature’s space, the creature is also restrained until it’s no longer in the same space as the hellfire engine. While
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
into their den. A froghemoth can be tamed (after a fashion) by offering it food, and bullywugs can communicate with it on a basic level, so the creature might eat only a few bullywugs before
blinded and restrained, has total cover against attacks and other effects outside the froghemoth, and takes 10 (3d6) acid damage at the start of each of the froghemoth’s turns.
The froghemoth’s
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
into their den. A froghemoth can be tamed (after a fashion) by offering it food, and bullywugs can communicate with it on a basic level, so the creature might eat only a few bullywugs before
blinded and restrained, has total cover against attacks and other effects outside the froghemoth, and takes 10 (3d6) acid damage at the start of each of the froghemoth’s turns.
The froghemoth’s
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
into their den. A froghemoth can be tamed (after a fashion) by offering it food, and bullywugs can communicate with it on a basic level, so the creature might eat only a few bullywugs before
blinded and restrained, has total cover against attacks and other effects outside the froghemoth, and takes 10 (3d6) acid damage at the start of each of the froghemoth’s turns.
The froghemoth’s
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
basic level, so the creature might eat only a few bullywugs before following the rest. Bullywugs gather food as tribute for it, provide it with a comfortable lair, fanatically protect it from harm, and
is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the froghemoth, and takes 10 (3d6) acid
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
basic level, so the creature might eat only a few bullywugs before following the rest. Bullywugs gather food as tribute for it, provide it with a comfortable lair, fanatically protect it from harm, and
is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the froghemoth, and takes 10 (3d6) acid
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
basic level, so the creature might eat only a few bullywugs before following the rest. Bullywugs gather food as tribute for it, provide it with a comfortable lair, fanatically protect it from harm, and
is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the froghemoth, and takes 10 (3d6) acid
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
GP Magnifying Glass — 100 GP Manacles 6 lb. 2 GP Map — 1 GP Mirror 1/2 lb. 5 GP Net 3 lb. 1 GP Oil 1 lb. 1 SP Paper — 2 SP Parchment — 1 SP Perfume — 5 GP Poison, Basic — 100 GP Pole 7 lb. 5 CP Pot
, or Restrained condition if you succeed on a DC 13 Strength (Athletics) check. If the creature’s legs are bound, the creature has the Restrained condition until it escapes. Escaping the Chain
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mirror 1/2 lb. 5 GP Net 3 lb. 1 GP Oil 1 lb. 1 SP Paper — 2 SP Parchment — 1 SP Perfume — 5 GP Poison, Basic — 100 GP Pole 7 lb. 5 CP Pot, Iron 10 lb. 2 GP Potion of Healing 1/2 lb. 50 GP Pouch 1 lb. 5 SP
GP) As a Utilize action, you can wrap a Chain around an unwilling creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed on a DC 13 Strength
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mirror 1/2 lb. 5 GP Net 3 lb. 1 GP Oil 1 lb. 1 SP Paper — 2 SP Parchment — 1 SP Perfume — 5 GP Poison, Basic — 100 GP Pole 7 lb. 5 CP Pot, Iron 10 lb. 2 GP Potion of Healing 1/2 lb. 50 GP Pouch 1 lb. 5 SP
GP) As a Utilize action, you can wrap a Chain around an unwilling creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed on a DC 13 Strength






