Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'been beneath diffusing confidence restraints'.
Other Suggestions:
been breath diffusing confidence restraints
Magic Items
Curse of Strahd
one.
Suffused with confidence born of righteous victory, Markovia advanced on Castle Ravenloft. A great battle raged from the catacombs to the parapets. In the end, Markovia never returned to Barovia
, and Strahd long afterward walked with a limp and a grimace of pain. It is said that he trapped Markovia in a crypt beneath his castle, and her remains linger there yet.
The essence of Markovia&rsquo
Monsters
Infernal Machine Rebuild
restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.Multiattack. The thessalkraken makes one bite attack and two tentacle attacks. It can replace each tentacle
the thessalkraken.
Creatures in the water within 60 feet of the thessalkraken have vulnerability to acid damage until initiative count 20 on the next round.
The alluring gleam of treasure beneath
Monsters
Mordenkainen Presents: Monsters of the Multiverse
to feel flesh and steel sundered beneath his claws and to taste his foes’ blood. Yet Geryon’s ferocity has also limited his ability to collect souls and forge an effective hierarchy
28 (8d6);{"diceNotation":"8d6","rollType":"damage","rollAction":"Chill Blast","rollDamageType":"cold"} cold damage.
Hateful Restraints. Geryon targets one creature he can see within 60 feet of him
Monsters
Mordenkainen Presents: Monsters of the Multiverse
; he loves to feel flesh and steel sundered beneath his claws and to taste his foes’ blood. Yet Geryon’s ferocity has also limited his ability to collect souls and forge an effective
or take 28 (8d6);{"diceNotation":"8d6","rollType":"damage","rollAction":"Chill Blast","rollDamageType":"cold"} cold damage.
Hateful Restraints. Geryon targets one creature he can see within 60 feet
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
her abbey. They confronted Markovia and were destroyed to a one. Suffused with confidence born of righteous victory, Markovia advanced on Castle Ravenloft. A great battle raged from the catacombs to
the parapets. In the end, Markovia never returned to Barovia, and Strahd long afterward walked with a limp and a grimace of pain. It is said that he trapped Markovia in a crypt beneath his castle, and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
her abbey. They confronted Markovia and were destroyed to a one. Suffused with confidence born of righteous victory, Markovia advanced on Castle Ravenloft. A great battle raged from the catacombs to
the parapets. In the end, Markovia never returned to Barovia, and Strahd long afterward walked with a limp and a grimace of pain. It is said that he trapped Markovia in a crypt beneath his castle, and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
her abbey. They confronted Markovia and were destroyed to a one. Suffused with confidence born of righteous victory, Markovia advanced on Castle Ravenloft. A great battle raged from the catacombs to
the parapets. In the end, Markovia never returned to Barovia, and Strahd long afterward walked with a limp and a grimace of pain. It is said that he trapped Markovia in a crypt beneath his castle, and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
The Temple of Elemental Evil The four elemental cults maintain their chief stronghold in the ancient dwarven citadel of Tyar-Besil beneath the Sumber Hills. Each cult controls a portion of the old
infiltrating the temples. Each cult’s monstrous allies rarely challenge a group of cultists that proceeds with confidence. Human members of the cult have a good chance to spot impostors at close range, but
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
The Temple of Elemental Evil The four elemental cults maintain their chief stronghold in the ancient dwarven citadel of Tyar-Besil beneath the Sumber Hills. Each cult controls a portion of the old
infiltrating the temples. Each cult’s monstrous allies rarely challenge a group of cultists that proceeds with confidence. Human members of the cult have a good chance to spot impostors at close range, but
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
The Temple of Elemental Evil The four elemental cults maintain their chief stronghold in the ancient dwarven citadel of Tyar-Besil beneath the Sumber Hills. Each cult controls a portion of the old
infiltrating the temples. Each cult’s monstrous allies rarely challenge a group of cultists that proceeds with confidence. Human members of the cult have a good chance to spot impostors at close range, but
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
of the entrance.
The ball of violet light floats to a stop beneath the center of the open shaft, beyond the foot of the stairs. It then hovers there as if waiting for you.
The orb of magical
without Vizeran’s permission. Kleve’s control gem is a smoky crystal that Vizeran wears on a chain around his neck, beneath his robes. As long as Vizeran possesses the gem, the death slaad must obey him
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
of the entrance.
The ball of violet light floats to a stop beneath the center of the open shaft, beyond the foot of the stairs. It then hovers there as if waiting for you.
The orb of magical
without Vizeran’s permission. Kleve’s control gem is a smoky crystal that Vizeran wears on a chain around his neck, beneath his robes. As long as Vizeran possesses the gem, the death slaad must obey him
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
of the entrance.
The ball of violet light floats to a stop beneath the center of the open shaft, beyond the foot of the stairs. It then hovers there as if waiting for you.
The orb of magical
without Vizeran’s permission. Kleve’s control gem is a smoky crystal that Vizeran wears on a chain around his neck, beneath his robes. As long as Vizeran possesses the gem, the death slaad must obey him
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
movement to escape from nonmagical restraints or being grappled.
Actions
Multiattack. The thessalkraken makes one bite attack and two tentacle attacks. It can replace each tentacle attack with one use
beneath the water in the thessalkraken’s lair compels potential victims to draw near. Each creature within 120 feet of the thessalkraken must succeed on a DC 18 Wisdom saving throw or move 10 feet closer to the thessalkraken if able to do so.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
movement to escape from nonmagical restraints or being grappled.
Actions
Multiattack. The thessalkraken makes one bite attack and two tentacle attacks. It can replace each tentacle attack with one use
beneath the water in the thessalkraken’s lair compels potential victims to draw near. Each creature within 120 feet of the thessalkraken must succeed on a DC 18 Wisdom saving throw or move 10 feet closer to the thessalkraken if able to do so.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
movement to escape from nonmagical restraints or being grappled.
Actions
Multiattack. The thessalkraken makes one bite attack and two tentacle attacks. It can replace each tentacle attack with one use
beneath the water in the thessalkraken’s lair compels potential victims to draw near. Each creature within 120 feet of the thessalkraken must succeed on a DC 18 Wisdom saving throw or move 10 feet closer to the thessalkraken if able to do so.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
to the head of the Guild. These kingpins style themselves as elite criminals, often adopting memorable nicknames and distinctively decadent dress. Scores of common criminals work beneath each kingpin
confidence games. Patriars might even hire Guild members to gain (or plant) information about their rivals, involving the Guild in Upper City politics. Only the most talented criminals dare to burgle
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
to the head of the Guild. These kingpins style themselves as elite criminals, often adopting memorable nicknames and distinctively decadent dress. Scores of common criminals work beneath each kingpin
confidence games. Patriars might even hire Guild members to gain (or plant) information about their rivals, involving the Guild in Upper City politics. Only the most talented criminals dare to burgle
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
to the head of the Guild. These kingpins style themselves as elite criminals, often adopting memorable nicknames and distinctively decadent dress. Scores of common criminals work beneath each kingpin
confidence games. Patriars might even hire Guild members to gain (or plant) information about their rivals, involving the Guild in Upper City politics. Only the most talented criminals dare to burgle
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
to the head of the Guild. These kingpins style themselves as elite criminals, often adopting memorable nicknames and distinctively decadent dress. Scores of common criminals work beneath each kingpin
confidence games. Patriars might even hire Guild members to gain (or plant) information about their rivals, involving the Guild in Upper City politics. Only the most talented criminals dare to burgle
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
to the head of the Guild. These kingpins style themselves as elite criminals, often adopting memorable nicknames and distinctively decadent dress. Scores of common criminals work beneath each kingpin
confidence games. Patriars might even hire Guild members to gain (or plant) information about their rivals, involving the Guild in Upper City politics. Only the most talented criminals dare to burgle
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
to the head of the Guild. These kingpins style themselves as elite criminals, often adopting memorable nicknames and distinctively decadent dress. Scores of common criminals work beneath each kingpin
confidence games. Patriars might even hire Guild members to gain (or plant) information about their rivals, involving the Guild in Upper City politics. Only the most talented criminals dare to burgle
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Kraken Beneath the waves, the kraken sleeps for untold ages, awaiting some fell sign or calling. Land-born mortals who sail the open sea forget the reasons their ancestors dreaded the ocean, even as
Movement. The kraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Kraken Beneath the waves, the kraken sleeps for untold ages, awaiting some fell sign or calling. Land-born mortals who sail the open sea forget the reasons their ancestors dreaded the ocean, even as
Movement. The kraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Kraken Beneath the waves, the kraken sleeps for untold ages, awaiting some fell sign or calling. Land-born mortals who sail the open sea forget the reasons their ancestors dreaded the ocean, even as
Movement. The kraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
beneath his claws and to taste his foes’ blood. Yet Geryon’s ferocity has also limited his ability to collect souls and forge an effective hierarchy. Sages who study the Nine Hells believe the battle for
area must succeed on a DC 21 Constitution saving throw or take 28 (8d6) cold damage. Hateful Restraints. Geryon targets one creature he can see within 60 feet of him. The target must succeed on a DC 21
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
beneath his claws and to taste his foes’ blood. Yet Geryon’s ferocity has also limited his ability to collect souls and forge an effective hierarchy. Sages who study the Nine Hells believe the battle for
area must succeed on a DC 21 Constitution saving throw or take 28 (8d6) cold damage. Hateful Restraints. Geryon targets one creature he can see within 60 feet of him. The target must succeed on a DC 21
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
beneath his claws and to taste his foes’ blood. Yet Geryon’s ferocity has also limited his ability to collect souls and forge an effective hierarchy. Sages who study the Nine Hells believe the battle for
area must succeed on a DC 21 Constitution saving throw or take 28 (8d6) cold damage. Hateful Restraints. Geryon targets one creature he can see within 60 feet of him. The target must succeed on a DC 21
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Zargon worth 50 gp. B66: Cultists’ Quarters Twelve uncomfortable bunk beds, sticky and freckled with mold, line the walls of these sleeping quarters. Beneath four of the beds hang throbbing cocoons of
cages and the altar’s restraints. He and the six cultists each wear a gold mask of Zargon worth 50 gp. B70: Lair of Zargon A lake of slime fills this ruined chamber, whose walls climb 40 feet to a
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Zargon worth 50 gp. B66: Cultists’ Quarters Twelve uncomfortable bunk beds, sticky and freckled with mold, line the walls of these sleeping quarters. Beneath four of the beds hang throbbing cocoons of
cages and the altar’s restraints. He and the six cultists each wear a gold mask of Zargon worth 50 gp. B70: Lair of Zargon A lake of slime fills this ruined chamber, whose walls climb 40 feet to a
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Zargon worth 50 gp. B66: Cultists’ Quarters Twelve uncomfortable bunk beds, sticky and freckled with mold, line the walls of these sleeping quarters. Beneath four of the beds hang throbbing cocoons of
cages and the altar’s restraints. He and the six cultists each wear a gold mask of Zargon worth 50 gp. B70: Lair of Zargon A lake of slime fills this ruined chamber, whose walls climb 40 feet to a
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
holds authority and confidence. Stolen Steel. A group of trolls recently stole a crate of steel ingots from the gnomes. If the characters retrieve the ingots from the trolls (see the “Troll Cave
hermit can share the following information with the characters: Iggwilv’s Horn. The tall, hooked mountain that rises above the Yatils is called Iggwilv’s Horn. Many think the Lost Caverns are beneath it
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
holds authority and confidence. Stolen Steel. A group of trolls recently stole a crate of steel ingots from the gnomes. If the characters retrieve the ingots from the trolls (see the “Troll Cave
hermit can share the following information with the characters: Iggwilv’s Horn. The tall, hooked mountain that rises above the Yatils is called Iggwilv’s Horn. Many think the Lost Caverns are beneath it
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
holds authority and confidence. Stolen Steel. A group of trolls recently stole a crate of steel ingots from the gnomes. If the characters retrieve the ingots from the trolls (see the “Troll Cave
hermit can share the following information with the characters: Iggwilv’s Horn. The tall, hooked mountain that rises above the Yatils is called Iggwilv’s Horn. Many think the Lost Caverns are beneath it
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Lower Deck and Cargo Hold The cabins beneath the main deck are home to the druid Krell — and to the murderous creatures under his control. WEBS ABOARD SHIP
Except where otherwise noted, the lower
afloat forever. He can be persuaded to leave with the characters instead of fighting them if someone in the party succeeds on a DC 20 Charisma (Persuasion) check to win the druid’s confidence. An orc






