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Returning 35 results for 'beating bit diffusing contained restrained'.
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Monsters
Mythic Odysseys of Theros
incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained
. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed
Monsters
Bigby Presents: Glory of the Giants
", "rollDamageType":"piercing"} piercing damage. If the target is a Huge or smaller creature, it has the grappled condition (escape DC 18). Until this grapple ends, the target has the restrained condition
aerosaur boasts a wingspan of nearly 200 feet. Elemental energy traces patterns like lightning across its scales, giving additional thunderous power to the beating of its enormous wings.
Dinosaurs
When
Monsters
Mordenkainen Presents: Monsters of the Multiverse
keep their own company but occasionally consort with creatures of elemental earth such as galeb duhr. A tribe of korreds gathers weekly to perform ceremonial dances, beating out rhythms on stone with
creature that the korred can see. The target must succeed on a DC 13 Dexterity saving throw or become grappled by the rope (escape DC 13). Until this grapple ends, the target is restrained. The korred can
Monsters
Acquisitions Incorporated
, the target is restrained, and the deep crow can't use its mandibles on another target.
Claw. Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Claw"} to hit, reach 5 ft
doesn't struggle, the deep crow takes it back to its lair to be devoured at leisure. Creatures that do struggle might be repeatedly dropped from a height to soften them up a bit.
Family Ties. Deep crows
Monsters
Candlekeep Mysteries
Attack","rollDamageType":"bludgeoning"} bludgeoning damage and be knocked prone. After beating its wings this way, Zikzokrishka can fly up to half its flying speed.Zikzokrishka’s Phylactery
"} bludgeoning damage and be knocked prone and buried under rubble. A buried creature is restrained and unable to stand up. A creature can use an action to try to pull itself or another creature out of the rubble
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Minor Illusion Illusion Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute
You create a sound or an image of
, the illusion becomes faint to the creature. Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Minor Illusion Illusion Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute
You create a sound or an image of
, the illusion becomes faint to the creature. Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Minor Illusion Illusion cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the
voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Minor Illusion Illusion Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute
You create a sound or an image of
, the illusion becomes faint to the creature. Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Minor Illusion Illusion cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the
voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Minor Illusion Illusion cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the
voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Minor Illusion Illusion Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute
You create a sound or an image of
, the illusion becomes faint to the creature. Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Web Level 2 Conjuration (Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a bit of spiderweb)
Duration: Concentration, up to 1 hour
You conjure a mass of sticky
a depth of 5 feet. The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Web Level 2 Conjuration (Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a bit of spiderweb)
Duration: Concentration, up to 1 hour
You conjure a mass of sticky
a depth of 5 feet. The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Web 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of spiderweb) Duration: Concentration, up to 1 hour You conjure a mass of thick, sticky webbing at a point
have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Minor Illusion Illusion cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the
voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Minor Illusion Illusion cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the
voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Minor Illusion Illusion cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the
voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Minor Illusion Illusion Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute
You create a sound or an image of
, the illusion becomes faint to the creature. Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Minor Illusion Illusion Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute
You create a sound or an image of
, the illusion becomes faint to the creature. Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Web 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of spiderweb) Duration: Concentration, up to 1 hour You conjure a mass of thick, sticky webbing at a point
have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Web Level 2 Conjuration (Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a bit of spiderweb)
Duration: Concentration, up to 1 hour
You conjure a mass of sticky
a depth of 5 feet. The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Web Level 2 Conjuration (Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a bit of spiderweb)
Duration: Concentration, up to 1 hour
You conjure a mass of sticky
a depth of 5 feet. The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Web 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of spiderweb) Duration: Concentration, up to 1 hour You conjure a mass of thick, sticky webbing at a point
have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Web Level 2 Conjuration (Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a bit of spiderweb)
Duration: Concentration, up to 1 hour
You conjure a mass of sticky
a depth of 5 feet. The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Web 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of spiderweb) Duration: Concentration, up to 1 hour You conjure a mass of thick, sticky webbing at a point
have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Web Level 2 Conjuration (Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a bit of spiderweb)
Duration: Concentration, up to 1 hour
You conjure a mass of sticky
a depth of 5 feet. The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Web 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of spiderweb) Duration: Concentration, up to 1 hour You conjure a mass of thick, sticky webbing at a point
have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Web 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of spiderweb) Duration: Concentration, up to 1 hour You conjure a mass of thick, sticky webbing at a point
have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
danger. A cockatrice flies into the face of any threat, squawking and madly beating its wings as its head darts out to peck. The smallest scratch from a cockatrice’s beak can spell doom as its victim
creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
examination of a twig doll reveals something wrapped inside it. By breaking a doll apart, characters can see that it contains a still-beating pig’s heart. Any damage to a heart kills it and causes
(2d4) bludgeoning damage and be restrained. The creature takes this damage again at the start of each of its turns until it escapes. A creature can use an action to free itself or another creature
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
danger. A cockatrice flies into the face of any threat, squawking and madly beating its wings as its head darts out to peck. The smallest scratch from a cockatrice’s beak can spell doom as its victim
creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
danger. A cockatrice flies into the face of any threat, squawking and madly beating its wings as its head darts out to peck. The smallest scratch from a cockatrice’s beak can spell doom as its victim
creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
examination of a twig doll reveals something wrapped inside it. By breaking a doll apart, characters can see that it contains a still-beating pig’s heart. Any damage to a heart kills it and causes
(2d4) bludgeoning damage and be restrained. The creature takes this damage again at the start of each of its turns until it escapes. A creature can use an action to free itself or another creature
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
examination of a twig doll reveals something wrapped inside it. By breaking a doll apart, characters can see that it contains a still-beating pig’s heart. Any damage to a heart kills it and causes
(2d4) bludgeoning damage and be restrained. The creature takes this damage again at the start of each of its turns until it escapes. A creature can use an action to free itself or another creature






