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Returning 35 results for 'been brink diffusing class restraints'.
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been brings diffusing class restraints
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
presence of a devourer. Tormentors of Souls. Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim’s
require air, food (other than souls), drink, or sleep. I’ve heard of “rib-sticking,” but this is ridiculous.
— Volo
Devourer
Large fiend, chaotic evil
Armor Class 16 (natural armor)
Hit Points
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
who discover his quarters are set upon by the lich and his dread warrior guards, but if Var is brought to the brink of death, he might bargain for a chance to escape the dungeon. Undead Nature. A lich
doesn’t require air, food, drink, or sleep. Tarul Var Medium undead, neutral evil
Armor Class 16 (natural armor)
Hit Points 105 (14d8 + 42)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
presence of a devourer. Tormentors of Souls. Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim’s
require air, food (other than souls), drink, or sleep. I’ve heard of “rib-sticking,” but this is ridiculous.
— Volo
Devourer
Large fiend, chaotic evil
Armor Class 16 (natural armor)
Hit Points
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
particularly attracted to the presence of a devourer. Devourers hunt Humanoids with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim’s
Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 189 (18d10 + 90)
Speed 30 ft.
STR
20 (+5)
DEX
12 (+1)
CON
20 (+5)
INT
13 (+1)
WIS
10 (+0
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
devour those on the brink of death, but only if the troll is already cooked or digested (slain by fire or acid). Otherwise, the god spits the soul back into the world to regenerate a new body, no matter
how little of its previous form remained. Thus, only trolls slain by acid or fire remain dead, because only those are consumed by Vaprak.
Dire Troll
Huge giant, chaotic evil
Armor Class 15
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
devour those on the brink of death, but only if the troll is already cooked or digested (slain by fire or acid). Otherwise, the god spits the soul back into the world to regenerate a new body, no matter
how little of its previous form remained. Thus, only trolls slain by acid or fire remain dead, because only those are consumed by Vaprak.
Dire Troll
Huge giant, chaotic evil
Armor Class 15
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
presence of a devourer. Tormentors of Souls. Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim’s
require air, food (other than souls), drink, or sleep. I’ve heard of “rib-sticking,” but this is ridiculous.
— Volo
Devourer
Large fiend, chaotic evil
Armor Class 16 (natural armor)
Hit Points
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
particularly attracted to the presence of a devourer. Devourers hunt Humanoids with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim’s
Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 189 (18d10 + 90)
Speed 30 ft.
STR
20 (+5)
DEX
12 (+1)
CON
20 (+5)
INT
13 (+1)
WIS
10 (+0
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
who discover his quarters are set upon by the lich and his dread warrior guards, but if Var is brought to the brink of death, he might bargain for a chance to escape the dungeon. Undead Nature. A lich
doesn’t require air, food, drink, or sleep. Tarul Var Medium undead, neutral evil
Armor Class 16 (natural armor)
Hit Points 105 (14d8 + 42)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
who discover his quarters are set upon by the lich and his dread warrior guards, but if Var is brought to the brink of death, he might bargain for a chance to escape the dungeon. Undead Nature. A lich
doesn’t require air, food, drink, or sleep. Tarul Var Medium undead, neutral evil
Armor Class 16 (natural armor)
Hit Points 105 (14d8 + 42)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
devour those on the brink of death, but only if the troll is already cooked or digested (slain by fire or acid). Otherwise, the god spits the soul back into the world to regenerate a new body, no matter
how little of its previous form remained. Thus, only trolls slain by acid or fire remain dead, because only those are consumed by Vaprak.
Dire Troll
Huge giant, chaotic evil
Armor Class 15
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
particularly attracted to the presence of a devourer. Devourers hunt Humanoids with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim’s
Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 189 (18d10 + 90)
Speed 30 ft.
STR
20 (+5)
DEX
12 (+1)
CON
20 (+5)
INT
13 (+1)
WIS
10 (+0
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
(levels 1 to 4), the ambitious assassin is a Humanoid who might be a charming manipulator or a ruthless killer. Ambitious Assassin Small or Medium Humanoid, Typically Neutral Evil
Armor Class 16 (studded
turn.
Cunning. The assassin escapes nonmagical restraints and ends the grappled condition on itself, then moves up to its speed without provoking opportunity attacks.
Stab (Costs 2 Actions). The
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
(levels 1 to 4), the ambitious assassin is a Humanoid who might be a charming manipulator or a ruthless killer. Ambitious Assassin Small or Medium Humanoid, Typically Neutral Evil
Armor Class 16 (studded
turn.
Cunning. The assassin escapes nonmagical restraints and ends the grappled condition on itself, then moves up to its speed without provoking opportunity attacks.
Stab (Costs 2 Actions). The
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
(levels 1 to 4), the ambitious assassin is a Humanoid who might be a charming manipulator or a ruthless killer. Ambitious Assassin Small or Medium Humanoid, Typically Neutral Evil
Armor Class 16 (studded
turn.
Cunning. The assassin escapes nonmagical restraints and ends the grappled condition on itself, then moves up to its speed without provoking opportunity attacks.
Stab (Costs 2 Actions). The
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
been shipwrecked and on the brink of drowning when your patron’s grasp offered you a chance at life. Whatever the reason for your pact, the sea and its unknown depths call to you. Entities of the deep
of your next turn. When you reach 10th level in this class, the damage increases to 2d8. As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack. You can summon
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
been shipwrecked and on the brink of drowning when your patron’s grasp offered you a chance at life. Whatever the reason for your pact, the sea and its unknown depths call to you. Entities of the deep
of your next turn. When you reach 10th level in this class, the damage increases to 2d8. As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack. You can summon
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
been shipwrecked and on the brink of drowning when your patron’s grasp offered you a chance at life. Whatever the reason for your pact, the sea and its unknown depths call to you. Entities of the deep
of your next turn. When you reach 10th level in this class, the damage increases to 2d8. As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack. You can summon
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
the legendary kraken, resembling that great tentacled titan but with a jagged-toothed maw that drips constantly with acid. Thessalkraken
Gargantuan monstrosity (titan), chaotic evil
Armor Class 16
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
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
itself from its aboleth tenders and wreaking its own foul will upon the seas. Juvenile Kraken
Huge monstrosity (titan), chaotic evil
Armor Class 16 (natural armor)
Hit Points 207 (18d12 + 90)
Speed
of 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
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
itself from its aboleth tenders and wreaking its own foul will upon the seas. Juvenile Kraken
Huge monstrosity (titan), chaotic evil
Armor Class 16 (natural armor)
Hit Points 207 (18d12 + 90)
Speed
of 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
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Whenever you gain a
pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled. Warping Implosion 18th-level
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Whenever you gain a
pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled. Warping Implosion 18th-level
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Whenever you gain a
pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled. Warping Implosion 18th-level
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
itself from its aboleth tenders and wreaking its own foul will upon the seas. Juvenile Kraken
Huge monstrosity (titan), chaotic evil
Armor Class 16 (natural armor)
Hit Points 207 (18d12 + 90)
Speed
of 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
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
the legendary kraken, resembling that great tentacled titan but with a jagged-toothed maw that drips constantly with acid. Thessalkraken
Gargantuan monstrosity (titan), chaotic evil
Armor Class 16
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
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
the legendary kraken, resembling that great tentacled titan but with a jagged-toothed maw that drips constantly with acid. Thessalkraken
Gargantuan monstrosity (titan), chaotic evil
Armor Class 16
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
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
.”
— From NIGHT OF THE KRAKEN CULT
by Malfeore Serrang, pirate-mage of Tethyr
Kraken
Gargantuan monstrosity (titan), chaotic evil
Armor Class 18 (natural armor)
Hit Points 472 (27d20 + 189
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)
.”
— From NIGHT OF THE KRAKEN CULT
by Malfeore Serrang, pirate-mage of Tethyr
Kraken
Gargantuan monstrosity (titan), chaotic evil
Armor Class 18 (natural armor)
Hit Points 472 (27d20 + 189
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)
.”
— From NIGHT OF THE KRAKEN CULT
by Malfeore Serrang, pirate-mage of Tethyr
Kraken
Gargantuan monstrosity (titan), chaotic evil
Armor Class 18 (natural armor)
Hit Points 472 (27d20 + 189
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
Evil
Armor Class 19 (natural armor)
Hit Points 300 (24d12 + 144)
Speed 30 ft., fly 50 ft.
STR
29 (+9)
DEX
17 (+3)
CON
22 (+6)
INT
19 (+4)
WIS
16 (+3
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
Evil
Armor Class 19 (natural armor)
Hit Points 300 (24d12 + 144)
Speed 30 ft., fly 50 ft.
STR
29 (+9)
DEX
17 (+3)
CON
22 (+6)
INT
19 (+4)
WIS
16 (+3
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
Evil
Armor Class 19 (natural armor)
Hit Points 300 (24d12 + 144)
Speed 30 ft., fly 50 ft.
STR
29 (+9)
DEX
17 (+3)
CON
22 (+6)
INT
19 (+4)
WIS
16 (+3
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->Keys from the Golden Vault
updates and makes arrangements that keep her network running. Prisoner 13 Prisoner 13
Medium Humanoid (Dwarf, Monk), Neutral Evil
Armor Class 17 (Mountain Tattoo)
Hit Points 102 (12d8 + 48
.
River Tattoo. Prisoner 13 magically ends any effects causing the grappled or restrained conditions on herself. If she is bound with nonmagical restraints, she slips out of them.
Reactions
Readiness
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
updates and makes arrangements that keep her network running. Prisoner 13 Prisoner 13
Medium Humanoid (Dwarf, Monk), Neutral Evil
Armor Class 17 (Mountain Tattoo)
Hit Points 102 (12d8 + 48
.
River Tattoo. Prisoner 13 magically ends any effects causing the grappled or restrained conditions on herself. If she is bound with nonmagical restraints, she slips out of them.
Reactions
Readiness






