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Returning 35 results for 'bending been diffusing chasing restrained'.
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Monsters
Van Richten’s Guide to Ravenloft
":"2d6","rollType":"damage","rollAction":"Gnashing Bite","rollDamageType":"necrotic"} necrotic damage.
Mind-Bending Bite (Aberrant Head Only). Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType
":"to hit","rollAction":"Mind-Bending Bite"} to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage","rollAction":"Mind-Bending Bite","rollDamageType":"piercing
Fraz-Urb'luu
Legacy
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Monsters
Out of the Abyss
":"bludgeoning"} bludgeoning damage. If the target is a Large or smaller creature, it is also grappled (escape DC 24). The grappled target is also restrained. Fraz-Urb’luu can grapple only one creature
dreamlands and mind-bending fantasies able to deceive the most discerning foes.
Once imprisoned for centuries below Castle Greyhawk on the world of Oerth, Fraz-Urb’luu has slowly rebuilt his power in
Monsters
Mordenkainen Presents: Monsters of the Multiverse
","rollDamageType":"force"} force damage. If the target is a Large or smaller creature, it is also grappled (escape DC 24), and it is restrained until the grapple ends. Fraz-Urb’luu can grapple only
trick, every ounce of demonic cunning, to manipulate his enemies—mortal and Fiend alike—to do his will. Fraz-Urb’luu can create dreamlands and mind-bending fantasies able to deceive the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
far faster than one would expect; it’s unclear whether this is due to magic, a gnomish technological contraption, or just the laws of physics bending to Rosie’s force of personality.
Rosie referees
insists on roleplaying only “monsters” and delights in chasing down participants to “eat” them. Many a participant has heard giggling approaching them at high speed before their character’s death
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
far faster than one would expect; it’s unclear whether this is due to magic, a gnomish technological contraption, or just the laws of physics bending to Rosie’s force of personality.
Rosie referees
insists on roleplaying only “monsters” and delights in chasing down participants to “eat” them. Many a participant has heard giggling approaching them at high speed before their character’s death
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
far faster than one would expect; it’s unclear whether this is due to magic, a gnomish technological contraption, or just the laws of physics bending to Rosie’s force of personality.
Rosie referees
insists on roleplaying only “monsters” and delights in chasing down participants to “eat” them. Many a participant has heard giggling approaching them at high speed before their character’s death
Compendium
- Sources->Dungeons & Dragons->Monster Manual
jaws. Rather than chasing prey, they use their supernatural gaze to turn creatures to stone and then consume these victims at their leisure. While basilisks are most comfortable in subterranean lairs
Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition instead of the Restrained condition.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
jaws. Rather than chasing prey, they use their supernatural gaze to turn creatures to stone and then consume these victims at their leisure. While basilisks are most comfortable in subterranean lairs
Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition instead of the Restrained condition.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
jaws. Rather than chasing prey, they use their supernatural gaze to turn creatures to stone and then consume these victims at their leisure. While basilisks are most comfortable in subterranean lairs
Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition instead of the Restrained condition.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
plus 7 (2d6) necrotic damage.
Mind-Bending Bite (Aberrant Head Only). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage plus 5 (1d10) necrotic damage, and the
must succeed on a DC 10 Constitution saving throw or be restrained as it begins to turn to stone. The target must repeat the saving throw at the end of its next turn. On a success, the effect ends. On
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
plus 7 (2d6) necrotic damage.
Mind-Bending Bite (Aberrant Head Only). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage plus 5 (1d10) necrotic damage, and the
must succeed on a DC 10 Constitution saving throw or be restrained as it begins to turn to stone. The target must repeat the saving throw at the end of its next turn. On a success, the effect ends. On
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
plus 7 (2d6) necrotic damage.
Mind-Bending Bite (Aberrant Head Only). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage plus 5 (1d10) necrotic damage, and the
must succeed on a DC 10 Constitution saving throw or be restrained as it begins to turn to stone. The target must repeat the saving throw at the end of its next turn. On a success, the effect ends. On
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
—flapping, severed heads spawned from the Abyss—chasing their prey. Cranium rats scurry through the tunnels, telepathically relaying their findings to their hivemind. Alone, these spies are little more
points along its mind-bending circumference, imprisoned creatures might spot their own backs or torchlight in the distance. Rarely, through determination or sheer luck, creatures do escape the Loop
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
—flapping, severed heads spawned from the Abyss—chasing their prey. Cranium rats scurry through the tunnels, telepathically relaying their findings to their hivemind. Alone, these spies are little more
points along its mind-bending circumference, imprisoned creatures might spot their own backs or torchlight in the distance. Rarely, through determination or sheer luck, creatures do escape the Loop
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
—flapping, severed heads spawned from the Abyss—chasing their prey. Cranium rats scurry through the tunnels, telepathically relaying their findings to their hivemind. Alone, these spies are little more
points along its mind-bending circumference, imprisoned creatures might spot their own backs or torchlight in the distance. Rarely, through determination or sheer luck, creatures do escape the Loop
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Fraz-Urb’luu can create dreamlands and mind-bending fantasies able to deceive the most discerning foes. Once imprisoned for centuries below Castle Greyhawk on the world of Oerth, Fraz-Urb’luu has
creature, it is also grappled (escape DC 24), and it is restrained until the grapple ends. Fraz-Urb’luu can grapple only one creature with his tail at a time.
Terror (Costs 2 Actions). Fraz-Urb’luu
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Fraz-Urb’luu can create dreamlands and mind-bending fantasies able to deceive the most discerning foes. Once imprisoned for centuries below Castle Greyhawk on the world of Oerth, Fraz-Urb’luu has
creature, it is also grappled (escape DC 24), and it is restrained until the grapple ends. Fraz-Urb’luu can grapple only one creature with his tail at a time.
Terror (Costs 2 Actions). Fraz-Urb’luu
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Fraz-Urb’luu can create dreamlands and mind-bending fantasies able to deceive the most discerning foes. Once imprisoned for centuries below Castle Greyhawk on the world of Oerth, Fraz-Urb’luu has
creature, it is also grappled (escape DC 24), and it is restrained until the grapple ends. Fraz-Urb’luu can grapple only one creature with his tail at a time.
Terror (Costs 2 Actions). Fraz-Urb’luu
Compendium
- Sources->Dungeons & Dragons->Monster Manual
supernatural beings. Cult members often have abilities tied to the forces they worship. Aberrant Cultist Aberrant cultists pursue mind-bending powers from alien forces. Aberrant cultists align with
tentacles, and it has the Restrained condition until the grapple ends.
Mind Rot. Wisdom Saving Throw: DC 15, one creature the cultist can see within 90 feet. Failure: 27 (6d8) Psychic damage, and the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
supernatural beings. Cult members often have abilities tied to the forces they worship. Aberrant Cultist Aberrant cultists pursue mind-bending powers from alien forces. Aberrant cultists align with
tentacles, and it has the Restrained condition until the grapple ends.
Mind Rot. Wisdom Saving Throw: DC 15, one creature the cultist can see within 90 feet. Failure: 27 (6d8) Psychic damage, and the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
supernatural beings. Cult members often have abilities tied to the forces they worship. Aberrant Cultist Aberrant cultists pursue mind-bending powers from alien forces. Aberrant cultists align with
tentacles, and it has the Restrained condition until the grapple ends.
Mind Rot. Wisdom Saving Throw: DC 15, one creature the cultist can see within 90 feet. Failure: 27 (6d8) Psychic damage, and the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
saving throw to avoid it. On a failed save, you are caught in a net and restrained. See chapter 5 of the Player’s Handbook for rules on escaping a net. 8 You are caught in a stampede of spooked animals
example, characters chasing a thief through a marketplace might draw unwanted attention from other members of the thieves’ guild. As they pursue the fleeing thief, they must also evade the thieves
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
saving throw to avoid it. On a failed save, you are caught in a net and restrained. See chapter 5 of the Player’s Handbook for rules on escaping a net. 8 You are caught in a stampede of spooked animals
example, characters chasing a thief through a marketplace might draw unwanted attention from other members of the thieves’ guild. As they pursue the fleeing thief, they must also evade the thieves
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
saving throw to avoid it. On a failed save, you are caught in a net and restrained. See chapter 5 of the Player’s Handbook for rules on escaping a net. 8 You are caught in a stampede of spooked animals
example, characters chasing a thief through a marketplace might draw unwanted attention from other members of the thieves’ guild. As they pursue the fleeing thief, they must also evade the thieves
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
, they yank the rods loose, bending the rods so their chains are freed. They then attack any intruders they can perceive. H4: Steep Passage From this point on, characters without darkvision will need a
as much damage only. H5: Overpass The stream continues beyond another set of uneven steps ahead, bending eastward. A waterfall burbles in a larger cavern somewhere ahead of you.
The goblins have
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Maze of Mists Encounters d4 Encounter 1 Four phase spiders 2 Two invisible stalkers 3 Eight ghouls 4 Two minotaurs chasing a scared human bandit who belongs to the Hands of Plenty (see area P16
. A creature affected by the magnetic field collides with the ceiling; the creature takes 10 (3d6) bludgeoning damage and has the prone and restrained conditions until the field is deactivated. To
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Maze of Mists Encounters d4 Encounter 1 Four phase spiders 2 Two invisible stalkers 3 Eight ghouls 4 Two minotaurs chasing a scared human bandit who belongs to the Hands of Plenty (see area P16
. A creature affected by the magnetic field collides with the ceiling; the creature takes 10 (3d6) bludgeoning damage and has the prone and restrained conditions until the field is deactivated. To
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Maze of Mists Encounters d4 Encounter 1 Four phase spiders 2 Two invisible stalkers 3 Eight ghouls 4 Two minotaurs chasing a scared human bandit who belongs to the Hands of Plenty (see area P16
. A creature affected by the magnetic field collides with the ceiling; the creature takes 10 (3d6) bludgeoning damage and has the prone and restrained conditions until the field is deactivated. To
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
, they yank the rods loose, bending the rods so their chains are freed. They then attack any intruders they can perceive. H4: Steep Passage From this point on, characters without darkvision will need a
as much damage only. H5: Overpass The stream continues beyond another set of uneven steps ahead, bending eastward. A waterfall burbles in a larger cavern somewhere ahead of you.
The goblins have
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
, they yank the rods loose, bending the rods so their chains are freed. They then attack any intruders they can perceive. H4: Steep Passage From this point on, characters without darkvision will need a
as much damage only. H5: Overpass The stream continues beyond another set of uneven steps ahead, bending eastward. A waterfall burbles in a larger cavern somewhere ahead of you.
The goblins have
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. She hides in the woods until the characters leave. Her watch post contains nothing of value. Joining the Emerald Enclave
If the party helps Reidoth by chasing off Venomfang, the druid privately
restrained condition as the webs snare it. A restrained creature can take an action each round to make a DC 8 Strength check to break free, or it can try to cut its way free by using a light weapon that
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. She hides in the woods until the characters leave. Her watch post contains nothing of value. Joining the Emerald Enclave
If the party helps Reidoth by chasing off Venomfang, the druid privately
restrained condition as the webs snare it. A restrained creature can take an action each round to make a DC 8 Strength check to break free, or it can try to cut its way free by using a light weapon that
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. She hides in the woods until the characters leave. Her watch post contains nothing of value. Joining the Emerald Enclave
If the party helps Reidoth by chasing off Venomfang, the druid privately
restrained condition as the webs snare it. A restrained creature can take an action each round to make a DC 8 Strength check to break free, or it can try to cut its way free by using a light weapon that
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
the Emerald Enclave If the party helps Reidoth by chasing off Venomfang, the druid privately approaches certain members of the group and urges them to join the Emerald Enclave. He speaks with those who
marked “6”). They are difficult terrain, and a creature trying to move through them must succeed on a DC 10 Strength (Athletics) check. On a failure, the creature is restrained in the webs (see the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
the Emerald Enclave If the party helps Reidoth by chasing off Venomfang, the druid privately approaches certain members of the group and urges them to join the Emerald Enclave. He speaks with those who
marked “6”). They are difficult terrain, and a creature trying to move through them must succeed on a DC 10 Strength (Athletics) check. On a failure, the creature is restrained in the webs (see the






