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Returning 35 results for 'been become diffusing caring restraints'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
Constitution saving throw or take 13 (2d12);{"diceNotation":"2d12","rollType":"damage","rollAction":"Stinger","rollDamageType":"poison"} poison damage and become poisoned until it finishes a short or
: alter self (can become Medium when changing his appearance), detect magic, ice storm, invisibility (self only), locate object, suggestion, wall of ice
1/day: banishment
Teleport. Geryon magically
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Constitution saving throw or take 13 (2d12);{"diceNotation":"2d12","rollType":"damage","rollAction":"Stinger","rollDamageType":"poison"} poison damage and become poisoned until it finishes a short or
: alter self (can become Medium when changing his appearance), detect magic, ice storm, invisibility (self only), locate object, suggestion, wall of ice
1/day: banishment
Teleport. Geryon magically
Monsters
Van Richten’s Guide to Ravenloft
become frightened of the dullahan until the end of its next turn.
Head Hunt (Costs 3 Actions). The dullahan moves up to its speed without provoking opportunity attacks and makes one Battleaxe attack
, caring nothing for the head that wears it.
4
Two dullahans seek the same head, both believing they’re the actual owner.
Cold, Lightning, PoisonIf the dullahan’s Headless Summoning
Monsters
Fizban's Treasury of Dragons
other dragons; many a white wyrmling has been raised in the caring environment of a crystal dragon’s lair. But they fiercely oppose destructive forces in their home territories, which sometimes
become the fabric of their homes.
Crystal Dragon Lair Features
The crystal dragon lair shown in map 5.7 is the home of a dragon who has spent considerable time shaping the pinnacle of the tallest
Monsters
Fizban's Treasury of Dragons
hatchlings of other dragons; many a white wyrmling has been raised in the caring environment of a crystal dragon’s lair. But they fiercely oppose destructive forces in their home territories
certain areas. In this way, crystal dragons’ hoards literally become the fabric of their homes.
Crystal Dragon Lair Features
The crystal dragon lair shown in map 5.7 is the home of a dragon who
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
conflict taking place inside an elf’s mind. Elves keep their passion internalized because they learn at a young age that such feelings can become destructive when they are allowed to take control. Elves
who let passion overtake their behavior can be consumed by it. They stop caring about friendships, alienate family members, and take foolish risks in pursuit of gratification that a cooler head would
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
conflict taking place inside an elf’s mind. Elves keep their passion internalized because they learn at a young age that such feelings can become destructive when they are allowed to take control. Elves
who let passion overtake their behavior can be consumed by it. They stop caring about friendships, alienate family members, and take foolish risks in pursuit of gratification that a cooler head would
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
conflict taking place inside an elf’s mind. Elves keep their passion internalized because they learn at a young age that such feelings can become destructive when they are allowed to take control. Elves
who let passion overtake their behavior can be consumed by it. They stop caring about friendships, alienate family members, and take foolish risks in pursuit of gratification that a cooler head would
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
you, provided it isn’t behind total cover. Your eyes also turn black or become writhing sensory tendrils. You gain a flying speed equal to your walking speed, and you can hover. As you fly, your skin
from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing. Your body, along with any equipment you are wearing or carrying, becomes slimy and
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
you, provided it isn’t behind total cover. Your eyes also turn black or become writhing sensory tendrils. You gain a flying speed equal to your walking speed, and you can hover. As you fly, your skin
from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing. Your body, along with any equipment you are wearing or carrying, becomes slimy and
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
you, provided it isn’t behind total cover. Your eyes also turn black or become writhing sensory tendrils. You gain a flying speed equal to your walking speed, and you can hover. As you fly, your skin
from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing. Your body, along with any equipment you are wearing or carrying, becomes slimy and
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
: 14 (2d4 + 9) force damage, and the target must succeed on a DC 21 Constitution saving throw or take 13 (2d12) poison damage and become poisoned until it finishes a short or long rest. The target’s hit
.
Spellcasting. Geryon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21):
At will: alter self (can become Medium when
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
: 14 (2d4 + 9) force damage, and the target must succeed on a DC 21 Constitution saving throw or take 13 (2d12) poison damage and become poisoned until it finishes a short or long rest. The target’s hit
.
Spellcasting. Geryon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21):
At will: alter self (can become Medium when
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
: 14 (2d4 + 9) force damage, and the target must succeed on a DC 21 Constitution saving throw or take 13 (2d12) poison damage and become poisoned until it finishes a short or long rest. The target’s hit
.
Spellcasting. Geryon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21):
At will: alter self (can become Medium when
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
refugees for the good part of a century. Dorbo and Senni Diggermattock are talented miners, but they have become even more capable as community leaders. They spent years planning an expedition to
and commanding the new settlement’s defenses. Like most svirfneblin, Dorbo is serious and aggressive when dealing with outsiders; for all of that, however, he is also a loving and caring husband and a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
refugees for the good part of a century. Dorbo and Senni Diggermattock are talented miners, but they have become even more capable as community leaders. They spent years planning an expedition to
and commanding the new settlement’s defenses. Like most svirfneblin, Dorbo is serious and aggressive when dealing with outsiders; for all of that, however, he is also a loving and caring husband and a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
refugees for the good part of a century. Dorbo and Senni Diggermattock are talented miners, but they have become even more capable as community leaders. They spent years planning an expedition to
and commanding the new settlement’s defenses. Like most svirfneblin, Dorbo is serious and aggressive when dealing with outsiders; for all of that, however, he is also a loving and caring husband and a
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the help of the temple’s priest, who’s become trapped in stasis due to a malfunctioning trap.
3 Solve the puzzles in a temple to claim a magic item hidden inside.
4 Rescue someone trapped in
waits in the temple’s entrance and demands treasure from anyone leaving.
4 The priest caring for the temple gets jealous whenever adventurers solve a puzzle he couldn’t and tries to kill them
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
dullahan pursues it own relatives, seeking to claim a head with its family resemblance.
3 A greedy dullahan seeks to recover its bejeweled helmet, caring nothing for the head that wears it.
4
.
Frightful Presence (Costs 2 Actions). Each creature of the dullahan’s choice within 30 feet of it must succeed on a DC 15 Wisdom saving throw or become frightened of the dullahan until the end of its next
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
can seem out of place among the idyllic forests and beautiful gardens and orchards, but that is the way of life in Setessa. Gender in Setessa Setessans believe that women become heroes through martial
caring for the animals there. Some of these men never peregrinated, but others left and then returned to Setessa. The women of the polis form a tight-knit community where property is held in common. There
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
can seem out of place among the idyllic forests and beautiful gardens and orchards, but that is the way of life in Setessa. Gender in Setessa Setessans believe that women become heroes through martial
caring for the animals there. Some of these men never peregrinated, but others left and then returned to Setessa. The women of the polis form a tight-knit community where property is held in common. There
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the help of the temple’s priest, who’s become trapped in stasis due to a malfunctioning trap.
3 Solve the puzzles in a temple to claim a magic item hidden inside.
4 Rescue someone trapped in
waits in the temple’s entrance and demands treasure from anyone leaving.
4 The priest caring for the temple gets jealous whenever adventurers solve a puzzle he couldn’t and tries to kill them
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
can seem out of place among the idyllic forests and beautiful gardens and orchards, but that is the way of life in Setessa. Gender in Setessa Setessans believe that women become heroes through martial
caring for the animals there. Some of these men never peregrinated, but others left and then returned to Setessa. The women of the polis form a tight-knit community where property is held in common. There
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the help of the temple’s priest, who’s become trapped in stasis due to a malfunctioning trap.
3 Solve the puzzles in a temple to claim a magic item hidden inside.
4 Rescue someone trapped in
waits in the temple’s entrance and demands treasure from anyone leaving.
4 The priest caring for the temple gets jealous whenever adventurers solve a puzzle he couldn’t and tries to kill them
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
dullahan pursues it own relatives, seeking to claim a head with its family resemblance.
3 A greedy dullahan seeks to recover its bejeweled helmet, caring nothing for the head that wears it.
4
.
Frightful Presence (Costs 2 Actions). Each creature of the dullahan’s choice within 30 feet of it must succeed on a DC 15 Wisdom saving throw or become frightened of the dullahan until the end of its next
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
dullahan pursues it own relatives, seeking to claim a head with its family resemblance.
3 A greedy dullahan seeks to recover its bejeweled helmet, caring nothing for the head that wears it.
4
.
Frightful Presence (Costs 2 Actions). Each creature of the dullahan’s choice within 30 feet of it must succeed on a DC 15 Wisdom saving throw or become frightened of the dullahan until the end of its next
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
edifice: the Cathedral of Helm. As much a fortification as it is a temple, the cathedral has a small building on its grounds that serves as an orphanage, wards for caring for the sick and injured, as well
. Helm’s Hold is vulnerable on many fronts, in large part because of its proximity to Neverwinter Wood — which, if anything, has become more dangerous in recent times. Rumors of maddened treants
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
edifice: the Cathedral of Helm. As much a fortification as it is a temple, the cathedral has a small building on its grounds that serves as an orphanage, wards for caring for the sick and injured, as well
. Helm’s Hold is vulnerable on many fronts, in large part because of its proximity to Neverwinter Wood — which, if anything, has become more dangerous in recent times. Rumors of maddened treants
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
edifice: the Cathedral of Helm. As much a fortification as it is a temple, the cathedral has a small building on its grounds that serves as an orphanage, wards for caring for the sick and injured, as well
. Helm’s Hold is vulnerable on many fronts, in large part because of its proximity to Neverwinter Wood — which, if anything, has become more dangerous in recent times. Rumors of maddened treants
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
alliance between Shadowdusk Hold and House Freth, they have extended an offer to Drivvin Freth to become the Mad Mage’s newest apprentice. Drivvin has told the two that he needs time to make his decision
is a House Auvryndar spy named Varrn Telenna. He is unarmed and unarmored, and has 6 hit points remaining. Erelal has finished interrogating him, and Varrn is beyond caring whether he lives or dies. If
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
alliance between Shadowdusk Hold and House Freth, they have extended an offer to Drivvin Freth to become the Mad Mage’s newest apprentice. Drivvin has told the two that he needs time to make his decision
is a House Auvryndar spy named Varrn Telenna. He is unarmed and unarmored, and has 6 hit points remaining. Erelal has finished interrogating him, and Varrn is beyond caring whether he lives or dies. If
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
alliance between Shadowdusk Hold and House Freth, they have extended an offer to Drivvin Freth to become the Mad Mage’s newest apprentice. Drivvin has told the two that he needs time to make his decision
is a House Auvryndar spy named Varrn Telenna. He is unarmed and unarmored, and has 6 hit points remaining. Erelal has finished interrogating him, and Varrn is beyond caring whether he lives or dies. If
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
sake, and disloyalty to their clans. Of late, the folk of Gracklstugh have become increasingly more violent, abandoning their characteristic cunning and stoic pragmatism for wanton malice and petty
similar to the ones worn by the characters in Velkynvelve (see “Restraints” in chapter 1). Slaves d12 Slaves 1–2 2d4 human commoners 3–4 3d4 shield dwarf commoners 5–6 2d4 strongheart halfling commoners
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
sake, and disloyalty to their clans. Of late, the folk of Gracklstugh have become increasingly more violent, abandoning their characteristic cunning and stoic pragmatism for wanton malice and petty
similar to the ones worn by the characters in Velkynvelve (see “Restraints” in chapter 1). Slaves d12 Slaves 1–2 2d4 human commoners 3–4 3d4 shield dwarf commoners 5–6 2d4 strongheart halfling commoners
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
sake, and disloyalty to their clans. Of late, the folk of Gracklstugh have become increasingly more violent, abandoning their characteristic cunning and stoic pragmatism for wanton malice and petty
similar to the ones worn by the characters in Velkynvelve (see “Restraints” in chapter 1). Slaves d12 Slaves 1–2 2d4 human commoners 3–4 3d4 shield dwarf commoners 5–6 2d4 strongheart halfling commoners






