Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'before being depending creature rope'.
Other Suggestions:
before being depending creature roll
before being depending creature race
before being depending creature route
before being depending creature rock
before being demanding creature roll
Monsters
Monster Manual
":"Necrotic"} Necrotic damage.
Entangling Rope (Requires Magic Rope). Strength Saving Throw: DC 16, one creature the erinyes can see within 120 feet. Failure: 14 (4d6);{"diceNotation":"4d6", "rollType
Hells.
Magic Resistance. The erinyes has Advantage on saving throws against spells and other magical effects.
Magic Rope. The erinyes has a magic rope. While bearing it, the erinyes can use the
Equipment
an unwilling creature with the Rope only if the creature has the Grappled, Incapacitated, or Restrained condition. If the creature’s legs are bound, the creature has the Restrained condition
until it escapes. Escaping the Rope requires the creature to make a successful DC 15 Dexterity (Acrobatics) check as an action.
Magic Items
Dungeon Master’s Guide
This rope is 30 feet long. While holding one end of the rope, you can take a Magic action to command the other end to dart forward and entangle one creature you can see within 20 feet of yourself
. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the target
Magic Items
Dungeon Master’s Guide
This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches, causing it to become the object or creature it
represents. Once the last patch is removed, the robe becomes an ordinary garment.
The robe has two of each of the following patches:
Bullseye Lantern (filled and lit)
Dagger
Mirror
Pole
Rope
Spells
Player’s Handbook
. In combat, it takes its turns immediately after yours, and it obeys your commands.
If the spell lasts more than an hour, you no longer control the creature. It might remain Friendly to you, depending
Choose one creature or nonmagical object that you can see within range. The creature shape-shifting;shape-shifts into a different creature or a nonmagical object, or the object shape-shifts into a
Magic Items
Dungeon Master’s Guide
the hat. Roll 1d4 to determine the object: on a 1, a Dagger; on a 2, a Rope with a Grappling Hook tied to one end; on a 3, a bag of Caltrops; on a 4, a gem worth 50 GP.
81–85
A creature
appears in an unoccupied space as close to you as possible. The creature isn’t under your control and acts as it normally would, and it disappears after 1 hour or when it drops to 0 Hit Points
Feats
Forgotten Realms: Heroes of Faerûn
Advantage on attack rolls against a creature Grappled by you.
Sturdy Knot. When you use Chain, Manacles, or Rope to bind a creature, add your Proficiency Bonus to the DC to escape or burst the Chain
, Manacles, or Rope.
Tough Talk. A creature’s Hostile attitude doesn’t impose Disadvantage on your Charisma (Intimidation) checks to influence that creature.
Backgrounds
Lorwyn: First Light
, Cartographer’s Tools, Backpack, Basket, Parchment (4 sheets), Rope, Traveler’s Clothes, 29 GP; or (B) 50 GP
You hail from Lorwyn, a land of eternal sunshine, or you have studied the place with
great intensity. You consider the majestic creature Eirdu the living embodiment of the sun, and you love embarking on whimsical adventures. You hold your loved ones close, even if only emotionally, for
Magic Items
Forgotten Realms: Adventures in Faerûn
A Mechanical Wonder is a semi-autonomous object imbued with magical power. Mechanical Wonders vary greatly in size and form depending on their function.
A Mechanical Wonder is a dormant object until
ft. The gyrocopter can bear up to 2,000 pounds of cargo; if it bears any more than this, it deactivates.
Eight spectral cords are mounted to the inside of the cargo bay. A creature riding in the
Magic Items
Forgotten Realms: Heroes of Faerûn
A Mechanical Wonder is a semi-autonomous object imbued with magical power. Mechanical Wonders vary greatly in size and form depending on their function.
A Mechanical Wonder is a dormant object until
a successful save, the wonder drops to 1 Hit Point instead.
Wind-Up Operation. The wonder has the Unconscious condition until another creature winds it with the wonder’s unique key for 1
Rope of Entanglement
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20
the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope.
The rope has AC 20 and 20 hit points
Monsters
Mordenkainen Presents: Monsters of the Multiverse
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
AttacksCommand Hair. The korred has at least one 50-foot-long rope woven out of its hair. The korred commands one such rope within 30 feet of it to move up to 20 feet and entangle a Large or smaller
Korred
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
or smaller 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
Command Hair. The korred has at least one 50-foot-long rope woven out of its hair. As a bonus action, the korred commands one such rope within 30 feet of it to move up to 20 feet and entangle a Large
Friends
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic
Robe of Useful Items
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it
, Steel;Steel mirror
Pole (10-foot);10-foot pole
Rope, Hempen (50 feet);Hempen rope (50 feet, coiled)
Sack
In addition, the robe has 4d4 other patches. The GM chooses the patches or determines
Equipment
, depending on the whims of the creator: a musical clash, a whistling, a whirring, a buzzing, etc. This noise can be heard up to half a mile away.
A creature with an Intelligence score of 3 or less that is
within 60 feet of the device when it goes off must succeed in a DC 10 Wisdom saving throw. On a failed save, the creature has the Frightened condition for one minute. As an Influence action, another
Faerie Dragon (Younger)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
: mirror imageBite. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
Euphoria Breath (Recharge 5–6
);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Euphoria Breath"}. The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom
Backgrounds
Spelljammer: Adventures in Space
: Athletics, Survival
Tool Proficiencies: Navigator’s tools, vehicles (space)
Equipment: A belaying pin (club), a set of traveler’s clothes, a grappling hook, 50 feet of hempen rope, and a
recurring nightmare. Roll on the Close Encounter table to determine which creature nearly got the best of you. Creatures marked with an asterisk appear in Boo’s Astral Menagerie; the others are
Monsters
Acquisitions Incorporated
clockwork dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 11 Dexterity saving throw, taking 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Fire
that deals fire damage, some might be constructed to deal acid, cold, or lightning damage, depending on their makers' whims.Poison, Psychic
Monsters
Tomb of Annihilation
, expeditious retreat, feather fall, thunderwave
2nd level (3 slots): darkness, hold person, rope trick
3rd level (3 slots): dispel magic, lightning bolt
4th level (3 slots): blight, wall of fire
5th level
","rollType":"to hit","rollAction":"Life Drain"} to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2","rollType":"damage","rollAction":"Life Drain","rollDamageType":"necrotic"} necrotic
Faerie Dragon (Older)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
","rollAction":"Bite"} to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
Euphoria Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Euphoria Breath"}.
;The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can’t take reactions and must
Earthquake
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
must make a Dexterity saving throw. On a failed save, the creature is knocked prone.
This spell can have additional effects depending on the terrain in the area, as determined by the GM.
Fissures
knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.
Monsters
Planescape: Adventures in the Multiverse
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny dragonfly. The swarm can’t regain hit points or
gain temporary hit points.Stings. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Stings"} to hit, reach 0 ft., one creature in the swarm’s space. Hit: 10 (3d4
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Lightning Blood. A creature within 5 feet of the death kiss takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Lightning Blood", "rollDamageType":"lightning"} lightning damage
Blood Drain—one replacement per tentacle grappling a creature.
Tentacle. Melee Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Tentacle"} to hit, reach 20 ft., one
spells
Xanathar's Guide to Everything
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
This
trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
The trap triggers when a Small, Medium, or Large creature moves onto the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
fisher filaments can be woven into rope that is thin, tough, and nearly invisible. The creature’s shell is used in the manufacture of tools, armor, and jewelry. Its blood is alcoholic and tastes
smaller creature grappled by the cave fisher’s Adhesive Filament must make a DC 13 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
if it takes none of the damage, has legendary actions, or is Huge or larger. Such a creature takes an extra 27 (6d8);{"diceNotation":"6d8","rollType":"damage","rollAction":"Demonic Weapon
","rollDamageType":"force"} force damage from the hit.
Snakebite. Melee Weapon Attack: +16;{"diceNotation":"1d20+16","rollType":"to hit","rollAction":"Snakebite"} to hit, reach 15 ft., one creature. Hit: 16 (2d6
Monsters
Icewind Dale: Rime of the Frostmaiden
d20; on a 1, the staff turns to water and is destroyed.Banishing Rebuke (Recharges after a Long Rest). When Avarice is damaged by a creature that she can see within 60 feet of her, she can banish that
creature to a frigid extradimensional prison for 1 minute. While there, the creature is incapacitated and takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Banishing Rebuke
Monsters
Icewind Dale: Rime of the Frostmaiden
Detect Sentience. The brain can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature
, drink, or sleep.Chill Touch (Cantrip). Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Chill Touch"} to hit, range 120 ft., one creature. Hit: 13 (3d8);{"diceNotation
Monsters
Eberron: Rising from the Last War
":"force"} force damage.
Vicious Mockery (Cantrip). The Inspired unleashes a string of insults laced with subtle enchantments at one creature it can see within 60 feet of it. If the target can hear the
manifest a portion of their power while the vessel is possessed. An Inspired can gain benefits depending on the type of quori possessing it. The quori also gains access to the Inspired's knowledge and
Monsters
Eberron: Rising from the Last War
damage.
Vicious Mockery (Cantrip). The Inspired unleashes a string of insults laced with subtle enchantments at one creature it can see within 60 feet of it. If the target can hear the Inspired, the
of their power while the vessel is possessed. An Inspired can gain benefits depending on the type of quori possessing it. The quori also gains access to the Inspired's knowledge and features.
Hashalaq
Monsters
Eberron: Rising from the Last War
":"damage","rollAction":"Crysteel Dagger","rollDamageType":"force"} force damage.
Vicious Mockery (Cantrip). The Inspired unleashes a string of insults laced with subtle enchantments at one creature
VESSEL
The Inspired are vessels for quori spirits, allowing the quori to manifest a portion of their power while the vessel is possessed. An Inspired can gain benefits depending on the type of quori
Monsters
Mordenkainen Presents: Monsters of the Multiverse
energy in a 5-foot-wide line that is 60 feet long. Each creature in the line must make a DC 12 Dexterity saving throw, taking 21 (6d6);{"diceNotation":"6d6", "rollType":"damage", "rollAction
this legend varies, depending on whatever foe the savants want to lead their people against, yet the essence of the story remains the same: a lesson of survival at any price and an example of how deceitfulness and cruelty can be virtues.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
if it takes none of the damage, has legendary actions, or is Huge or larger. Such a creature takes an extra 27 (6d8);{"diceNotation":"6d8","rollType":"damage","rollAction":"Demonic Weapon
","rollDamageType":"force"} force damage from the hit.
Snakebite. Melee Weapon Attack: +16;{"diceNotation":"1d20+16","rollType":"to hit","rollAction":"Snakebite"} to hit, reach 15 ft., one creature. Hit: 16 (2d6
Feats
Bigby Presents: Glory of the Giants
weapon attack or a ranged weapon attack using a thrown weapon, you can imbue the attack with an additional effect depending on the benefit you chose:
Cloud Strike. The target takes an extra 1d4 thunder
damage. If the target is a creature, it must succeed on a Wisdom saving throw, or you become invisible to it until the start of your next turn or until immediately after you make an attack roll or






