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Returning 35 results for 'bestial brown diffusing container restrained'.
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Spells
Player’s Handbook
within the spell’s range. Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next
up to 30 feet in any direction within the spell’s range.
You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Monsters
Monster Manual
the Restrained condition until the start of the beholder’s next turn or until the beholder has the Incapacitated condition. The beholder can also exert fine control on objects with this ray
, such as manipulating a tool or opening a door or container. 7: Sleep Ray. Wisdom Saving Throw: DC 16 (the target succeeds automatically if it is a Construct or an Undead). Failure: The target has the
Monsters
Monster Manual
direction. The target has the Restrained condition until the start of the death tyrant’s next turn or until the death tyrant has the Incapacitated condition. The death tyrant can also exert fine
control on objects with this ray, such as manipulating a tool or opening a door or container.
Sleep Ray. Wisdom Saving Throw: DC 17 (the target succeeds automatically if it is a Construct or an Undead
Magic Items
Dungeon Master’s Guide
are picked off, the leaves turn brown and fall off after 24 hours.
78–82
Nothing happens at the chosen point of origin. Instead, a burst of colorful, shimmering light extends from you in a
creature closest to the chosen point of origin makes a DC 15 Constitution saving throw. On a failed save, the creature has the Restrained condition and begins to turn to stone. While Restrained in this way
Monsters
Spelljammer: Adventures in Space
succeed on a DC 13 Dexterity saving throw or be swallowed by the scavver. The scavver can have one creature swallowed at a time.
A swallowed creature is blinded and restrained, has total cover
creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.Brown scavvers are 10 feet long and range in color from sun-dappled brownish gold to dark
Telekinesis
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic
tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Monsters
Waterdeep: Dungeon of the Mad Mage
Ray. If the target is a creature, it must succeed on a DC 14 Strength saving throw, or the zombie moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until
in any direction. The zombie can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or container.
Poison
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Arrow", "rollDamageType":"piercing"} piercing damage, and the target must succeed on a DC 11 Dexterity saving throw or have the restrained condition until the start of the werefox’s next turn.By
their bodies would forever transform to match their hearts’ selfish and bestial natures.
“My people are both bloom and thorn. Our ferocious impulses are as much a part of us as our
Monsters
Spelljammer: Adventures in Space
must succeed on a DC 16 Dexterity saving throw or be swallowed by the scavver. The scavver can have one creature swallowed at a time.
A swallowed creature is blinded and restrained, has total cover
creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.Void scavvers are 20 feet long. Each one is a solitary menace with a pitch-black hide
Mindwitness
Legacy
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Monsters
Volo's Guide to Monsters
. On a failed save, the mindwitness moves it up to 30 feet in any direction, and it is restrained by the ray’s telekinetic grip until the start of the mindwitness’s next turn or until the
can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
Monsters
Bigby Presents: Glory of the Giants
Awakening of the Scion. The cradle is a container for the scion of Memnor. When the cradle drops to 0 hit points, its body dissipates into cloud wisps. The scion instantly appears in the space the
restrained condition within the vortex. On a successful save, a creature takes half as much damage and is pushed to the nearest unoccupied space outside the cylinder. The vortex lasts until the start of the
Monsters
Tales from the Yawning Portal
must succeed on a DC 14 Strength saving throw or Thaxalia moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of Thaxalia’s next turn or
control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
Sleep Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or fall asleep and
Beholder
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
the beholder moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of the beholder’s next turn or until the beholder is incapacitated.
If
ray, such as manipulating a simple tool or opening a door or a container.
Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1
Monsters
Bigby Presents: Glory of the Giants
Awakening of the Scion. The cradle is a container for the scion of Grolantor. When the cradle drops to 0 hit points, its body crumbles to dirt and moss. The scion instantly appears in the space the
restrained condition, has total cover, and can’t breathe. As an action, a creature buried in this way, or another creature within 5 feet of it that isn’t buried, can make a DC 17 Strength
Death Tyrant
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
on a DC 17 Strength saving throw or the tyrant moves it up to 30 feet in any direction. The target is restrained by the ray’s telekinetic grip until the start of the tyrant’s next turn or
fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
Sleep Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or fall
Monsters
Keys from the Golden Vault
knocked prone.
River Tattoo. Prisoner 13 magically ends any effects causing the grappled or restrained conditions on herself. If she is bound with nonmagical restraints, she slips out of them.Readiness
hand, and down the length of each finger. The runes on her fingers, known as the keystone tattoo, form the key to the vault in Gauntlgrym.
Mountain. Silver and brown mountain peaks cover her chest
Wand of Wonder
Legacy
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Magic Items
Basic Rules (2014)
.
85-87
Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and
any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a
Monsters
Quests from the Infinite Staircase
Dimensionally Bound. Nafas can’t leave the Infinite Staircase or be trapped within a container (such as an Iron Flask). Attempts to transport Nafas to another plane are wasted.
Last Wish. When
. 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
Monsters
Princes of the Apocalypse
":"roll","rollAction":"Destruction Chance"} that any container of fluid held or carried by an affected creature (for example, a magic potion) is destroyed.
Regional Effects
The region containing an
location. At first, effects are minor — grass turns brown, animals become listless, work and travel become very tiring. The longer Imix remains, the worse the heat becomes; after 5 days, crops
Orcus
Legacy
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Monsters
Out of the Abyss
, emulating their dread master.
Orcus is a bestial creature of corruption with a diseased, decaying look. He has the lower torso of a goat, and a humanoid upper body with a corpulent belly swollen with rot
square that he can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a DC 23 Strength saving throw or be restrained until the arms
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the dead, emulating their dread master.
Orcus is a bestial creature of corruption with a diseased, decaying look. He has the lower body of a goat and a humanlike upper body with a belly swollen with
that he can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a DC 23 Strength saving throw or be restrained until the arms disappear
Monsters
Icewind Dale: Rime of the Frostmaiden
vampire is restrained. Otherwise, it moves to attack what it perceives to be the closest source.
Repulsed by Perfume. The vampire has disadvantage on melee attack rolls made against any creature
wearing perfume or carrying an open container of it.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Brown Scavver Brown scavvers are 10 feet long and range in color from sun-dappled brownish gold to dark umber. It takes them days to digest a meal, during which time they attack only in self-defense
. A brown scavver likes to swallow its prey whole. The creature’s stomach is filled with poisonous gas, which kills off anything that survives being swallowed. Brown Scavver
Large Monstrosity
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Brown Scavver Brown scavvers are 10 feet long and range in color from sun-dappled brownish gold to dark umber. It takes them days to digest a meal, during which time they attack only in self-defense
. A brown scavver likes to swallow its prey whole. The creature’s stomach is filled with poisonous gas, which kills off anything that survives being swallowed. Brown Scavver
Large Monstrosity
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Brown Scavver Brown scavvers are 10 feet long and range in color from sun-dappled brownish gold to dark umber. It takes them days to digest a meal, during which time they attack only in self-defense
. A brown scavver likes to swallow its prey whole. The creature’s stomach is filled with poisonous gas, which kills off anything that survives being swallowed. Brown Scavver
Large Monstrosity
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent
beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent
beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent
beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it
exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it
exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it
exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it
exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it
exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent
beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it
exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.






