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Returning 35 results for 'being bad diffusing charged restrained'.
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Monsters
Monster Manual
Charged Tendril attacks. It can replace one attack with a use of Engulf.
Charged Tendril. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Charged Tendril"}, reach
10 ft. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4", "rollType":"damage", "rollAction":"Charged Tendril", "rollDamageType":"Bludgeoning"} Bludgeoning damage plus 5 (2d4);{"diceNotation":"2d4", "rollType
Kraken
Legacy
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Monsters
Basic Rules (2014)
Amphibious. The kraken can breathe air and water.
Freedom 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
swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 42 (12d6);{"diceNotation
Monsters
Ghosts of Saltmarsh
Amphibious. The kraken can breathe air and water.
Freedom 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
restrained, it has total cover against attacks and other effects outside the kraken, and it takes 21 (6d6);{"diceNotation":"6d6","rollType":"damage","rollDamageType":"acid"} acid damage at the start
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
Storm King's Thunder
Amphibious. Slarkrethel can breathe air and water.
Freedom of Movement. Slarkrethel ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5
"} piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Spell (Costs 2 Actions). The drow uses Spellcasting.Among drow followers of Lolth, each noble house is led by a matron mother, an influential priestess of Lolth charged with carrying out the god
Dexterity saving throw or be restrained for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Telekinetic Throw. The drow
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Medusa Medusas (often called gorgons on Theros) are closely associated with Pharika, the god of poison and medicine. Pharika has charged her favored servants with guarding secrets of life, health
target is grappled (escape DC 11) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the medusa can’t constrict another target. Multiattack. The medusa makes
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Medusa Medusas (often called gorgons on Theros) are closely associated with Pharika, the god of poison and medicine. Pharika has charged her favored servants with guarding secrets of life, health
target is grappled (escape DC 11) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the medusa can’t constrict another target. Multiattack. The medusa makes
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Medusa Medusas (often called gorgons on Theros) are closely associated with Pharika, the god of poison and medicine. Pharika has charged her favored servants with guarding secrets of life, health
target is grappled (escape DC 11) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the medusa can’t constrict another target. Multiattack. The medusa makes
Compendium
- Sources->Dungeons & Dragons->Monster Manual
mound makes three Charged Tendril attacks. It can replace one attack with a use of Engulf.
Charged Tendril. Melee Attack Roll: +7, reach 10 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 5 (2d4
within 5 feet. Failure: The target is pulled into the shambling mound’s space and has the Grappled condition (escape DC 14). Until the grapple ends, the target has the Blinded and Restrained conditions
Compendium
- Sources->Dungeons & Dragons->Monster Manual
mound makes three Charged Tendril attacks. It can replace one attack with a use of Engulf.
Charged Tendril. Melee Attack Roll: +7, reach 10 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 5 (2d4
within 5 feet. Failure: The target is pulled into the shambling mound’s space and has the Grappled condition (escape DC 14). Until the grapple ends, the target has the Blinded and Restrained conditions
Compendium
- Sources->Dungeons & Dragons->Monster Manual
mound makes three Charged Tendril attacks. It can replace one attack with a use of Engulf.
Charged Tendril. Melee Attack Roll: +7, reach 10 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 5 (2d4
within 5 feet. Failure: The target is pulled into the shambling mound’s space and has the Grappled condition (escape DC 14). Until the grapple ends, the target has the Blinded and Restrained conditions
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
Snarla finds herself in a bad situation, she changes into werewolf form and attacks with desperate savagery, giving her advantage on all her attack rolls. If she is captured alive and made to talk, she
will tell the party only that she is charged with keeping the kelpies and other denizens of the dungeon fed. There are strange gaps in her memory concerning her employer or any section of the dungeon
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
Snarla finds herself in a bad situation, she changes into werewolf form and attacks with desperate savagery, giving her advantage on all her attack rolls. If she is captured alive and made to talk, she
will tell the party only that she is charged with keeping the kelpies and other denizens of the dungeon fed. There are strange gaps in her memory concerning her employer or any section of the dungeon
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
Snarla finds herself in a bad situation, she changes into werewolf form and attacks with desperate savagery, giving her advantage on all her attack rolls. If she is captured alive and made to talk, she
will tell the party only that she is charged with keeping the kelpies and other denizens of the dungeon fed. There are strange gaps in her memory concerning her employer or any section of the dungeon
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
drives out the intruders bent on plundering the relics it is charged with guarding. Eidolon
Medium undead, any alignment
Armor Class 9
Hit Points 63 (18d8 − 18)
Speed 0 ft., fly 40 ft. (hover
, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 18
Languages the languages it knew in life
Challenge 12 (8,400 XP)
Incorporeal Movement. The eidolon can move through
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
drives out the intruders bent on plundering the relics it is charged with guarding. Eidolon
Medium undead, any alignment
Armor Class 9
Hit Points 63 (18d8 − 18)
Speed 0 ft., fly 40 ft. (hover
, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 18
Languages the languages it knew in life
Challenge 12 (8,400 XP)
Incorporeal Movement. The eidolon can move through
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
drives out the intruders bent on plundering the relics it is charged with guarding. Eidolon
Medium undead, any alignment
Armor Class 9
Hit Points 63 (18d8 − 18)
Speed 0 ft., fly 40 ft. (hover
, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 18
Languages the languages it knew in life
Challenge 12 (8,400 XP)
Incorporeal Movement. The eidolon can move through
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Dragonblood Ooze What to say about the dragonblood ooze? I could comment on the bad blood between me and Tiamat. I might observe that its creator originally intended a blood sausage recipe. But
, fire, lightning, poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, prone, restrained
Senses blindsight 120 ft. (blind beyond this radius), passive Perception
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Dragonblood Ooze What to say about the dragonblood ooze? I could comment on the bad blood between me and Tiamat. I might observe that its creator originally intended a blood sausage recipe. But
, fire, lightning, poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, prone, restrained
Senses blindsight 120 ft. (blind beyond this radius), passive Perception
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Dragonblood Ooze What to say about the dragonblood ooze? I could comment on the bad blood between me and Tiamat. I might observe that its creator originally intended a blood sausage recipe. But
, fire, lightning, poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, prone, restrained
Senses blindsight 120 ft. (blind beyond this radius), passive Perception
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Bad Time to Be a Zhent Within days after the events that local broadsheets dub the “Gralhund Villa Bloodbath,” the City Watch cracks down on the Black Network. Even members of the Zhentarim who have
Zhentarim members, she threatens that if she’s arrested and charged with a crime, she will reveal their affiliation and bring them down with her. Hiding Istrid. If the characters decide to let Istrid hide
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Bad Time to Be a Zhent Within days after the events that local broadsheets dub the “Gralhund Villa Bloodbath,” the City Watch cracks down on the Black Network. Even members of the Zhentarim who have
Zhentarim members, she threatens that if she’s arrested and charged with a crime, she will reveal their affiliation and bring them down with her. Hiding Istrid. If the characters decide to let Istrid hide
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Bad Time to Be a Zhent Within days after the events that local broadsheets dub the “Gralhund Villa Bloodbath,” the City Watch cracks down on the Black Network. Even members of the Zhentarim who have
Zhentarim members, she threatens that if she’s arrested and charged with a crime, she will reveal their affiliation and bring them down with her. Hiding Istrid. If the characters decide to let Istrid hide
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
seems like a transparently bad idea. What were those giants thinking?
—Bigby
And yet, can we fairly say that the existence of fensirs is “transparently bad”? Some might argue they are a
significant improvement over trolls. At the very least, the diversity of life in the multiverse increased, and new wonders were revealed. That’s only bad if you think a small universe that fits within your
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
seems like a transparently bad idea. What were those giants thinking?
—Bigby
And yet, can we fairly say that the existence of fensirs is “transparently bad”? Some might argue they are a
significant improvement over trolls. At the very least, the diversity of life in the multiverse increased, and new wonders were revealed. That’s only bad if you think a small universe that fits within your
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
seems like a transparently bad idea. What were those giants thinking?
—Bigby
And yet, can we fairly say that the existence of fensirs is “transparently bad”? Some might argue they are a
significant improvement over trolls. At the very least, the diversity of life in the multiverse increased, and new wonders were revealed. That’s only bad if you think a small universe that fits within your
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Campestris Campestris are happy-go-lucky mushroom-like creatures with few cares or worries. They are captivated by music, though they can’t distinguish a well-played performance from a bad one. If
, restrained, stunned
Senses tremorsense 30 ft., passive Perception 14
Languages understands Common but speaks only through the use of its Mimicry trait
Challenge 1 (200 XP) Proficiency Bonus +2
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Campestris Campestris are happy-go-lucky mushroom-like creatures with few cares or worries. They are captivated by music, though they can’t distinguish a well-played performance from a bad one. If
, restrained, stunned
Senses tremorsense 30 ft., passive Perception 14
Languages understands Common but speaks only through the use of its Mimicry trait
Challenge 1 (200 XP) Proficiency Bonus +2
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Campestris Campestris are happy-go-lucky mushroom-like creatures with few cares or worries. They are captivated by music, though they can’t distinguish a well-played performance from a bad one. If
, restrained, stunned
Senses tremorsense 30 ft., passive Perception 14
Languages understands Common but speaks only through the use of its Mimicry trait
Challenge 1 (200 XP) Proficiency Bonus +2
Compendium
- Sources->Dungeons & Dragons->Monster Manual
that killed them or have nightmarish distortions to their forms. Many have extreme reactions to actions, objects, or individuals that remind them of emotionally charged aspects of their lives
, Restrained
Senses Darkvision 60 ft.; Passive Perception 11
Languages Common plus one other language
CR 4 (XP 1,100; PB +2)
Traits
Ethereal Sight. The ghost can see 60 feet into the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
of electricity arcs from a metal tower in the middle of the district to similar towers in other districts.
The electrically charged metal tower is attached to the roof of the power station (area L6
restrained and unable to free itself, but it can attack creatures that come within reach of it. Once the clockwork defender is defeated, a character can use an action to try to dislodge it from the turbine
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
relics it is charged with guarding. Sacred Guardians. Creating an eidolon requires a spirit of fanatical devotion — that of an individual who, in life, served with unwavering faithfulness. Upon death, a
Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 18
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
salamander can see within 10 feet. Failure: 11 (2d6 + 4) Bludgeoning damage plus 7 (2d6) Fire damage. The target has the Grappled condition (escape DC 14), and it has the Restrained condition until the
, Prone, Restrained, Unconscious
Senses Darkvision 60 ft.; Passive Perception 10
Languages None
CR 1/2 (XP 100; PB +2)
Traits
Amorphous. The shadow can move through a space as narrow as 1
Compendium
- Sources->Dungeons & Dragons->Monster Manual
that killed them or have nightmarish distortions to their forms. Many have extreme reactions to actions, objects, or individuals that remind them of emotionally charged aspects of their lives
, Restrained
Senses Darkvision 60 ft.; Passive Perception 11
Languages Common plus one other language
CR 4 (XP 1,100; PB +2)
Traits
Ethereal Sight. The ghost can see 60 feet into the






