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Returning 35 results for 'bind bad diffusing can regions'.
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Monsters
Monster Manual
ends.
Conjure Infernal Chain. The devil conjures a fiery chain to bind a creature. Dexterity Saving Throw: DC 15, one creature the devil can see within 60 feet. Failure: 9 (2d4 + 4);{"diceNotation
the devil can see starts its turn within 30 feet of the devil and can see the devil. Response—Wisdom Saving Throw: DC 15, the triggering creature. Failure: The target has the Frightened condition
Equipment
As a Utilize action, you can tie a knot with Rope if you succeed on a DC 10 Dexterity (Sleight of Hand) check. The Rope can be burst with a successful DC 20 Strength (Athletics) check.
You can bind
Equipment
An an action, you can light a Dynamite Stick and throw it at a point up to 60 feet away, where it explodes. Each creature in a 5-foot-radius Sphere centered on that point makes a DC 12 Dexterity
saving throw, taking 3d6 Force damage on a failed save or half as much damage on a successful one.
It takes 1 minute to bind two or more Dynamite Sticks together so they explode at the same time. Each
Equipment
As a Utilize action, you can use Manacles to bind an unwilling Small or Medium creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed on a DC
Manacles comes with a key. Without the key, a creature can use Thieves' Tools to pick the Manacles’ lock with a successful DC 15 Dexterity (Sleight of Hand) check.
Spells
Player’s Handbook
while in the area.
Extra Effect. You bind an extra effect to the area from the list below:
Courage. Creatures of any types you choose can’t gain the Frightened condition while in the area
You touch a point and infuse an area around it with holy or unholy power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect of
Spells
Player’s Handbook
You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction
. If you move up or down, every foot of movement costs an extra foot. You can perceive the plane you left, which looks gray, and you can’t see anything there more than 60 feet away.
While on the
Spells
Player’s Handbook
You attempt to reshape another creature’s memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a
failed save, the target has the Charmed condition for the duration. While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear
Manacles
Legacy
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Equipment
These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of
manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.
Monsters
Spelljammer: Adventures in Space
Flyby. The mollymawk doesn’t provoke opportunity attack;opportunity attacks when it flies out of an enemy’s reach.
Hold Breath. The mollymawk can hold its breath for 15 minutes.Bite
’s air envelope to another’s when they need to.
A fully grown specimen is 3 feet tall with a 10-foot wingspan, and it eats whatever it can scavenge. If it finds a reliable food source, it
Monsters
The Wild Beyond the Witchlight
are captivated by music, though they can’t distinguish a well-played performance from a bad one. If anyone plays an instrument or sings in the campestris’ vicinity, the little creatures will
Mimicry. The campestri can mimic any voice or song it has heard, albeit in a nasal falsetto.Head Butt. Melee Weapon Attack: +0;{"diceNotation":"1d20+0","rollType":"to hit","rollAction":"Head Butt
Equipment
island. Patches of bamboo can be found in most places on Obojima, however there are a few bamboo forests in the foothills and mountainous regions where it can grow as thick as a tree.
Equipment
eaves of many village houses as it is said to ward off bad luck and mischievous spirits. Nobblewort can be found clinging to most deciduous trees across the island.
Combat
Utility
Whimsy
3
1
2
Nobblewort is a fairly common lichen whose bumpy, knobbly texture gives it its name. You can often see a bundle of nobblewort hanging from the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
"} piercing damage.
Fire Burst (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Fire Burst"}. The giant strider hurls a gout of flame at a point it can see within 60 feet of
or carried.These fierce and majestic monsters exhibit attributes of both birds and reptiles, but are truly neither. Giant striders have a supernatural affinity to fire and can spit gouts of flame at
Monsters
Tales from the Yawning Portal
Amphibious. The sea lion can breathe air and water.
Keen Smell. The sea lion has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The sea lion has advantage on an attack
lion can long jump out of or across the water up to 25 feet.Multiattack. The sea lion makes three attacks: one bite attack and two claw attacks.
Bite. Melee Weapon Attack: +6;{"diceNotation":"1d20+6
Equipment
This scroll displays what the night sky looked like at the creation of the Mundane World. If you have proficiency with the Arcana or Nature skill, you can spend 1 minute holding and studying the map
and search it for an omen about the results of a specific course of action that you plan to take within the next 30 minutes. The GM chooses from the following possible outcomes:
Good omen
Bad omen
Equipment
Combat
Utility
Whimsy
17
11
11
The root of the deadly munchanka plant must be handled and processed with skill and care, for it is said that those who have eaten the wrong parts of this plant have been driven mad. Munchanka root can be found in dry, arid regions.
Equipment
Combat
Utility
Whimsy
6
0
9
Spirit root is called such because many Obojimans believe that if you leave it under your pillow at night it will remove any bad spirits&mdash
;especially those who plague children with nightmares. Some villagers also believe that spirit roots are where dara come from. Spirit root can be found growing out from between rocks in and around mountainous and seemingly desolate areas.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of a conquering army on the Material Plane. These fearsome Constructs obey their summoners until they are dismissed back to Acheron, but if a summoner comes to a bad end, a cadaver collector might
can summon the spirits of these cadavers to battle against its enemies. Although these specters are individually weak, a cadaver collector can call up an almost endless supply of them, if given enough
magic-items
lucid when you dream, and when you wake, you clearly remember everything that transpired. If you understand the workings of the Uul’kur, you can take a Magic action to bind it to your dreams
Equipment
Combat
Utility
Whimsy
1
0
10
This coral is seen as a bad omen by most Obojiman fisher folk. Some say that a new clump of witch’s eye coral grows every time a curse is
uttered. Witch’s eye coral can be found after some underwater searching in most parts of the Shallows.
Monsters
Fizban's Treasury of Dragons
kill.
In some regions, dragonnels are raised from eggs to be used as aerial mounts. These domesticated dragonnels are loyal to the point of being overly protective of their riders. However, efforts to
inclined to flyby tactics, swooping in to make attacks with its beak and claws before flying out of reach.
DRAGONNEL STEEDS
With the DM's permission, a paladin can summon a spirit in the form of
Classes
Xanathar's Guide to Everything
Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a natural
gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.
Circle of Dreams Features
Druid Level
Feature
2nd
Balm of the Summer Court
6th
Hearth of Moonlight and Shadow
10th
Hidden Paths
14th
Walker in Dreams
Classes
Xanathar's Guide to Everything
Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a natural
gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.
Circle of Dreams Features
Druid Level
Feature
3rd
Balm of the Summer Court
6th
Hearth of Moonlight and Shadow
10th
Hidden Paths
14th
Walker in Dreams
Monsters
The Wild Beyond the Witchlight
Mimicry. Each campestri in the swarm can mimic any voice or song it has heard, albeit in a nasal falsetto.
Swarm. The swarm can occupy another creature’s space and vice versa, and the
swarm can move through any opening large enough to accommodate an individual campestri. The swarm can’t regain hit points or gain temporary hit points.Head Butts. Melee Weapon Attack: +0
Cadaver Collector
Legacy
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Monsters
Mordenkainen’s Tome of Foes
back to Acheron, but if a summoner comes to a bad end, a cadaver collector might wander the Material Plane for centuries, collecting corpses while searching for a way to return home.
Sweeping the Dead
that accumulate on the construct's shell aren't just grisly battle trophies. A cadaver collector can summon the spirits of these cadavers to join battle with its enemies and to paralyze more
Monsters
Guildmasters’ Guide to Ravnica
":"force"} force damage.
Siege Monster. The wurm deals double damage to objects and structures.
Tunneler. The wurm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter
it and can escape from the corpse by using 20 feet of movement, exiting prone.Wurms are huge creatures that resemble limbless, wingless dragons. They burrow through the earth and eat virtually
Monsters
Spelljammer: Adventures in Space
, and other unsuspecting targets to destroy.
A murder comet’s creator can bind their spirit to the comet. In this form, the comet’s creator becomes ageless and immortal, free to race across
Monsters
Vecna: Eve of Ruin
.
Legendary Resistance (3/Day). If Miska fails a saving throw, he can choose to succeed instead.
Magic Resistance. Miska has advantage on saving throws against spells and other magical effects.
Spider
Climb. Miska can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. When in contact with a web, Miska knows the exact location of any other
Monsters
Mordenkainen Presents: Monsters of the Multiverse
way roll initiative, act in the next available turn, and obey the skull lord. The skull lord can have no more than five Undead summoned by this ability at a time.Skull lords have claimed vast regions
throw and only half damage if it fails, provided it isn’t incapacitated.
Legendary Resistance (3/Day). If the skull lord fails a saving throw, it can choose to succeed instead.
Master of the
Monsters
Bigby Presents: Glory of the Giants
Amphibious. The giant can breathe air and water.Multiattack. The giant makes two Battleaxe attacks and one Harpoon attack.
Battleaxe. Melee Weapon Attack: +10;{"diceNotation":"1d20+10", "rollType
condition (escape DC 16). While the target is grappled this way, its speed isn’t reduced, but it can’t move farther from the giant. The target takes 5 (1d10);{"diceNotation":"1d10
Dynamite (Stick)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Equipment
bludgeoning damage on a failed save, or half as much damage on a successful one.
A character can bind sticks of dynamite together so they explode at the same time. Each additional stick increases the
As an action, a creature can light a stick of dynamite and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking 3d6
Monsters
Mordenkainen Presents: Monsters of the Multiverse
can’t make attacks while grappling a creature in this way.
Spellcasting. The hag casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):
3/day each
their kind, standing eight feet tall. They can easily tear a fully grown person apart, but they love hunting the young, preferring their flesh above all others.
Annis hags leave tokens of their cruelty
Backgrounds
Acquisitions Incorporated
All you need to make a lot of gold is a little gold. Except at those times when all you need to have no gold at all is a little gold. Whether you’re a good gambler or a bad one rarely matters
, because no one can divine the whims of Lady Luck. Sometimes you’re up, sometimes you’re down. But the thing about gambling is that someone is always willing to take a bet.
Skill
Monsters
Fizban's Treasury of Dragons
immune to this ghost dragon’s Terrifying Breath for the next 24 hours.A dragon’s attachment to a hoard can be strong enough to bind the dragon’s spirit to existence after death. Such
Incorporeal Movement. The ghost dragon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction
Spells
Xanathar's Guide to Everything
You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is
. Whatever form the illusion takes, the target can’t see or hear anything beyond it and is restrained for the spell’s duration. If the target is moved out of the illusion, makes a melee






