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Returning 35 results for 'being born diffusing currents restrained'.
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Monsters
Fizban's Treasury of Dragons
reduced to 0 hit points, its body turns to stone and releases a petrifying gas. Each creature within 5 feet of the draconian must succeed on a DC 11 Constitution saving throw or be restrained as it begins
to turn to stone. The restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends; otherwise the creature is petrified for 1 minute. After 1 minute, the
Monsters
Dragonlance: Shadow of the Dragon Queen
reduced to 0 hit points, its body turns to stone and releases a petrifying gas. Each creature within 5 feet of the draconian must succeed on a DC 11 Constitution saving throw or be restrained as it begins
to turn to stone. The restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends; otherwise the creature is petrified for 1 minute. After 1 minute, the
Monsters
Quests from the Infinite Staircase
grappled condition (escape DC 16). While grappled, the target also has the restrained condition. The robot has two tentacles, each of which can grapple one target.
Laser Beam. Ranged Weapon Attack: +5
overload if exposed to strong electrical currents. A robot has a pair of small appendages for fine motor control and object manipulation, as well as two larger appendages specialized for its role. Robots
Monsters
Fizban's Treasury of Dragons
must succeed on a DC 15 Strength saving throw or be restrained until the end of its next turn.
Steam Eruption. Steam erupts in a 15-foot cone from a point on the ground the dragon turtle can see within
turtle’s lair can be transformed by its presence, creating one or more of the following effects:
Diverting Currents. Underwater currents push unwanted visitors away from the lair. While
Monsters
Bigby Presents: Glory of the Giants
saga further claims that trolls were born similarly when Vaprak’s blood was spilled. Whatever the truth of their origin, trolls embody life’s steadfast determination to grow and thrive
action, which it can use only to grapple.
Until this grapple ends, the target has the restrained condition and takes 25 (4d8 + 7);{"diceNotation":"4d8+7", "rollType":"damage", "rollAction":"Fling
Monsters
Quests from the Infinite Staircase
. On a failed save, a creature takes 36 (8d8);{"diceNotation":"8d8", "rollType":"damage", "rollAction":"Create Vortex", "rollDamageType":"force"} force damage and has the restrained condition. On a
. When the vortex enters a creature’s space for the first time on a turn, the creature must make the same saving throw as when the vortex first appeared. Creatures restrained by the vortex move
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollAction":"Web"} to hit, range 30/60 ft., one Large or smaller creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 11 Strength check, bursting the webbing
and soul. Choldriths whispered to the chitines of their adoration of the Spider Queen and their enmity against their creators, and led them in a successful revolt.
Choldriths are born with a mystical
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"5d8", "rollType":"damage", "rollAction":"Plague of Worms", "rollDamageType":"necrotic"} necrotic damage and be blinded and restrained by masses of swarming worms. The affected creature takes 22
.
Feed (Costs 3 Actions). Each creature restrained by the mage’s Plague of Worms takes 13 (3d8);{"diceNotation":"3d8", "rollType":"damage", "rollAction":"Feed", "rollDamageType":"necrotic
Monsters
Mordenkainen Presents: Monsters of the Multiverse
target is restrained and takes 15 (3d8 + 2);{"diceNotation":"3d8+2","rollType":"damage","rollAction":"Tentacles","rollDamageType":"bludgeoning"} bludgeoning damage at the start of each of its turns
without notice. The environment is warm and wet, a subtropical or tropical climate that keeps the morkoth and its “guests” comfortable.
Each island glides on planar currents and is safe from
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, slippery stone that require successful DC 10 Strength (Athletics) checks to climb. Currents. In locations near steep waterfalls, rapid currents exist. Whenever a creature enters a strong current for
driven 10 feet underwater and restrained there. The creature can use its action to make a DC 15 Strength (Athletics) check, ending the restrained condition on a success. Aboleth Whispers Whenever the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, slippery stone that require successful DC 10 Strength (Athletics) checks to climb. Currents. In locations near steep waterfalls, rapid currents exist. Whenever a creature enters a strong current for
driven 10 feet underwater and restrained there. The creature can use its action to make a DC 15 Strength (Athletics) check, ending the restrained condition on a success. Aboleth Whispers Whenever the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, slippery stone that require successful DC 10 Strength (Athletics) checks to climb. Currents. In locations near steep waterfalls, rapid currents exist. Whenever a creature enters a strong current for
driven 10 feet underwater and restrained there. The creature can use its action to make a DC 15 Strength (Athletics) check, ending the restrained condition on a success. Aboleth Whispers Whenever the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
them with threats of petrified doom, while others recruit servants that are immune to being petrified, such as gargoyles and gorgons. Medusas are born or created through preternatural circumstances
. Roll on or choose a result from the Medusa Fates table to inspire what led to a medusa’s creation.
Medusa Fates 1d6 The Medusa Was...
1 Born a medusa and lives unaware of whatever curse
Compendium
- Sources->Dungeons & Dragons->Monster Manual
them with threats of petrified doom, while others recruit servants that are immune to being petrified, such as gargoyles and gorgons. Medusas are born or created through preternatural circumstances
. Roll on or choose a result from the Medusa Fates table to inspire what led to a medusa’s creation.
Medusa Fates 1d6 The Medusa Was...
1 Born a medusa and lives unaware of whatever curse
Compendium
- Sources->Dungeons & Dragons->Monster Manual
them with threats of petrified doom, while others recruit servants that are immune to being petrified, such as gargoyles and gorgons. Medusas are born or created through preternatural circumstances
. Roll on or choose a result from the Medusa Fates table to inspire what led to a medusa’s creation.
Medusa Fates 1d6 The Medusa Was...
1 Born a medusa and lives unaware of whatever curse
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Draconian Foot Soldier The most numerous draconians are the foot soldiers, who are born from brass, white, or crystal dragon eggs. They are the smallest of their kind, and their slight wings are
on a DC 11 Constitution saving throw or be restrained as it begins to turn to stone. The restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Draconian Foot Soldier The most numerous draconians are the foot soldiers, who are born from brass, white, or crystal dragon eggs. They are the smallest of their kind, and their slight wings are
on a DC 11 Constitution saving throw or be restrained as it begins to turn to stone. The restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Draconian Foot Soldier The most numerous draconians are the foot soldiers, who are born from brass, white, or crystal dragon eggs. They are the smallest of their kind, and their slight wings are
on a DC 11 Constitution saving throw or be restrained as it begins to turn to stone. The restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
their ancestors’ passion for artistry, but instead of carving stone, they view their bodies as living works of art. As they fly, coursing along wind currents or blowing through underground tunnels
Immunities exhaustion, grappled, paralyzed, petrified, poisoned, restrained
Senses darkvision 60 ft., passive Perception 11
Languages Giant, Terran
Challenge 5 (1,800 XP) Proficiency Bonus +3
Air Form
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
their ancestors’ passion for artistry, but instead of carving stone, they view their bodies as living works of art. As they fly, coursing along wind currents or blowing through underground tunnels
Immunities exhaustion, grappled, paralyzed, petrified, poisoned, restrained
Senses darkvision 60 ft., passive Perception 11
Languages Giant, Terran
Challenge 5 (1,800 XP) Proficiency Bonus +3
Air Form
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
the lair that the dragon turtle can see. Each creature in that area must succeed on a DC 15 Strength saving throw or be restrained until the end of its next turn. Steam Eruption. Steam erupts in a 15
its presence, creating one or more of the following effects: Diverting Currents. Underwater currents push unwanted visitors away from the lair. While swimming in these currents, each foot of movement
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
the lair that the dragon turtle can see. Each creature in that area must succeed on a DC 15 Strength saving throw or be restrained until the end of its next turn. Steam Eruption. Steam erupts in a 15
its presence, creating one or more of the following effects: Diverting Currents. Underwater currents push unwanted visitors away from the lair. While swimming in these currents, each foot of movement
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
the lair that the dragon turtle can see. Each creature in that area must succeed on a DC 15 Strength saving throw or be restrained until the end of its next turn. Steam Eruption. Steam erupts in a 15
its presence, creating one or more of the following effects: Diverting Currents. Underwater currents push unwanted visitors away from the lair. While swimming in these currents, each foot of movement
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
their ancestors’ passion for artistry, but instead of carving stone, they view their bodies as living works of art. As they fly, coursing along wind currents or blowing through underground tunnels
Immunities exhaustion, grappled, paralyzed, petrified, poisoned, restrained
Senses darkvision 60 ft., passive Perception 11
Languages Giant, Terran
Challenge 5 (1,800 XP) Proficiency Bonus +3
Air Form
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Whirlpools In areas where storms or opposed currents drive powerful waters together, violent maelstroms might form. Whirlpools are difficult terrain. Each whirlpool has a rank, which determines its
is restrained by the whirlpool until the start of its next turn. If the creature reaches the whirlpool’s center, the creature is pulled under the surface and either appears at a special location (see
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Whirlpools In areas where storms or opposed currents drive powerful waters together, violent maelstroms might form. Whirlpools are difficult terrain. Each whirlpool has a rank, which determines its
is restrained by the whirlpool until the start of its next turn. If the creature reaches the whirlpool’s center, the creature is pulled under the surface and either appears at a special location (see
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Whirlpools In areas where storms or opposed currents drive powerful waters together, violent maelstroms might form. Whirlpools are difficult terrain. Each whirlpool has a rank, which determines its
is restrained by the whirlpool until the start of its next turn. If the creature reaches the whirlpool’s center, the creature is pulled under the surface and either appears at a special location (see
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
intruders. A buried creature is restrained and has to hold its breath until it is dug out. Strange laughter, sounding like that of children or the hag herself, occasionally pierces the silence. Small
restrained and has to hold its breath until it is dug out. Human-sized blocks of ice appear, containing frozen corpses. These corpses might break free and attack as zombies, or their spirits might attack as
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
intruders. A buried creature is restrained and has to hold its breath until it is dug out. Strange laughter, sounding like that of children or the hag herself, occasionally pierces the silence. Small
restrained and has to hold its breath until it is dug out. Human-sized blocks of ice appear, containing frozen corpses. These corpses might break free and attack as zombies, or their spirits might attack as
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
intruders. A buried creature is restrained and has to hold its breath until it is dug out. Strange laughter, sounding like that of children or the hag herself, occasionally pierces the silence. Small
restrained and has to hold its breath until it is dug out. Human-sized blocks of ice appear, containing frozen corpses. These corpses might break free and attack as zombies, or their spirits might attack as
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->Infernal Machine Rebuild
Boggle A boggle is born out of feelings of loneliness, materializing in a place where the Feywild touches the world in proximity to an intelligent being that feels isolated or abandoned. They engage
there must succeed on a DC 11 Strength saving throw or be restrained. On its turn, a creature can use an action to try to extricate itself from the sticky puddle, ending the effect and moving into the nearest safe unoccupied space with a successful DC 11 Strength check.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
underground. A basilisk born and raised in captivity can be domesticated and trained. Such a trained basilisk knows how to avoid meeting the eyes of those its master wishes to protect from its gaze
isn’t incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a






