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Returning 35 results for 'being beneath diffusing channeling restraints'.
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Darkling Elder
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
, in Common, "darklings." Darklings most often settle in secluded caverns and chambers beneath the towns of other species. From such enclaves, they quietly ply their trade as thieves and assassins
, channeling some of the darkling's absorbed light away from its body. If the ritual succeeds, the darkling grows into a tall and fair form, like that of a gray-skinned elf. The darkling perishes if the ritual fails.
Darkling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
chambers beneath the towns of other species. From such enclaves, they quietly ply their trade as thieves and assassins.
The Killing Light. The Summer Queen's curse causes a darkling's body to absorb light
qualify to undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos, channeling some of the darkling's absorbed light away from its body. If the ritual succeeds, the
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->Tales from the Yawning Portal->a5
channeling the souls of the Chosen into the phylacteries of his underlings, which are stored in the Phylactery Vault beneath the Doomvault. Disrupting the flow of soul energy into the phylacteries should
destroy them, dealing an incalculable blow to Szass Tam’s power. Phylactery Vault Pieces of lore about the Phylactery Vault are presented in the order in which they should be revealed: Beneath the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
channeling the souls of the Chosen into the phylacteries of his underlings, which are stored in the Phylactery Vault beneath the Doomvault. Disrupting the flow of soul energy into the phylacteries should
destroy them, dealing an incalculable blow to Szass Tam’s power. Phylactery Vault Pieces of lore about the Phylactery Vault are presented in the order in which they should be revealed: Beneath the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
channeling the souls of the Chosen into the phylacteries of his underlings, which are stored in the Phylactery Vault beneath the Doomvault. Disrupting the flow of soul energy into the phylacteries should
destroy them, dealing an incalculable blow to Szass Tam’s power. Phylactery Vault Pieces of lore about the Phylactery Vault are presented in the order in which they should be revealed: Beneath the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
history, but the stories call him Dubh Catha (“Dark Crow” in Common), and other Fey refer to the house’s descendants as dubh sith—“darklings.” Darklings dwell in secluded caverns and chambers beneath the
respected darkling can undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos, channeling away some of the darkling’s absorbed light. If the ritual succeeds, the darkling
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
history, but the stories call him Dubh Catha (“Dark Crow” in Common), and other Fey refer to the house’s descendants as dubh sith—“darklings.” Darklings dwell in secluded caverns and chambers beneath the
respected darkling can undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos, channeling away some of the darkling’s absorbed light. If the ritual succeeds, the darkling
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
history, but the stories call him Dubh Catha (“Dark Crow” in Common), and other Fey refer to the house’s descendants as dubh sith—“darklings.” Darklings dwell in secluded caverns and chambers beneath the
respected darkling can undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos, channeling away some of the darkling’s absorbed light. If the ritual succeeds, the darkling
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->Acquisitions Incorporated
. It’s a place beneath you, sure, but good ideas often trickle upward. It’s surprising how often a suggestion made by an underling turns out to be exactly what you were planning on thinking all along
Personal Magic When you cast a spell, you go all in, channeling that magic through body and soul. Often, leftover magic from a casting manifests as a residual effect that can build up over
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. It’s a place beneath you, sure, but good ideas often trickle upward. It’s surprising how often a suggestion made by an underling turns out to be exactly what you were planning on thinking all along
Personal Magic When you cast a spell, you go all in, channeling that magic through body and soul. Often, leftover magic from a casting manifests as a residual effect that can build up over
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
in secluded caverns and chambers beneath the towns of other species. From such enclaves, they quietly ply their trade as thieves and assassins. The Killing Light. The Summer Queen’s curse causes a
and respected darkling can qualify to undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos, channeling some of the darkling’s absorbed light away from its body
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. It’s a place beneath you, sure, but good ideas often trickle upward. It’s surprising how often a suggestion made by an underling turns out to be exactly what you were planning on thinking all along
Personal Magic When you cast a spell, you go all in, channeling that magic through body and soul. Often, leftover magic from a casting manifests as a residual effect that can build up over
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
in secluded caverns and chambers beneath the towns of other species. From such enclaves, they quietly ply their trade as thieves and assassins. The Killing Light. The Summer Queen’s curse causes a
and respected darkling can qualify to undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos, channeling some of the darkling’s absorbed light away from its body
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
in secluded caverns and chambers beneath the towns of other species. From such enclaves, they quietly ply their trade as thieves and assassins. The Killing Light. The Summer Queen’s curse causes a
and respected darkling can qualify to undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos, channeling some of the darkling’s absorbed light away from its body
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->Ghosts of Saltmarsh
of the roof is gone from the belfry beneath the upthrust spire, but portions of the walls and their arched windows remain. A seaweed-tangled staircase descends deeper into the flooded tower.
Warded
marks that writhe around the pit are a unique magical channeling device concocted by Sgothgah. The two aboleths from the Endless Nadir didn’t recognize it or understand its purpose, which led to their
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of the roof is gone from the belfry beneath the upthrust spire, but portions of the walls and their arched windows remain. A seaweed-tangled staircase descends deeper into the flooded tower.
Warded
marks that writhe around the pit are a unique magical channeling device concocted by Sgothgah. The two aboleths from the Endless Nadir didn’t recognize it or understand its purpose, which led to their
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of the roof is gone from the belfry beneath the upthrust spire, but portions of the walls and their arched windows remain. A seaweed-tangled staircase descends deeper into the flooded tower.
Warded
marks that writhe around the pit are a unique magical channeling device concocted by Sgothgah. The two aboleths from the Endless Nadir didn’t recognize it or understand its purpose, which led to their
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
pillars.
In the southwest corner is a black gate.
A character who succeeds on a DC 10 Intelligence (Arcana) check can tell that the rift is channeling elemental forces. If the check succeeds by 5
or more, the character knows that the rift is dangerous and is channeling extraplanar elemental forces. If a non-elemental creature ends its turn inside the room, it takes 5 (2d4) damage of a random
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
pillars.
In the southwest corner is a black gate.
A character who succeeds on a DC 10 Intelligence (Arcana) check can tell that the rift is channeling elemental forces. If the check succeeds by 5
or more, the character knows that the rift is dangerous and is channeling extraplanar elemental forces. If a non-elemental creature ends its turn inside the room, it takes 5 (2d4) damage of a random
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
pillars.
In the southwest corner is a black gate.
A character who succeeds on a DC 10 Intelligence (Arcana) check can tell that the rift is channeling elemental forces. If the check succeeds by 5
or more, the character knows that the rift is dangerous and is channeling extraplanar elemental forces. If a non-elemental creature ends its turn inside the room, it takes 5 (2d4) damage of a random






