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Returning 35 results for 'bind before diffusing chosen restrained'.
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being before diffusing chosen restrained
bond before diffusing choose restrained
bind before diffusing choose restrained
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being before diffusing choose restrained
Monsters
Monster Manual
":"Slashing"} Slashing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two chains, and it has the Restrained condition until the grapple
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
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
an unwilling creature with the Rope only if the creature has the Grappled, Incapacitated, or Restrained condition. If the creature’s legs are bound, the creature has the Restrained condition
Magic Items
Dungeon Master’s Guide
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
a spell originating from the chosen point. Roll 1d10 to determine the spell: on a 1–2, Darkness; on a 3–4, Faerie Fire; on a 5–6, Fireball; on a 7–8, Slow; on a 9–10
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
13 Dexterity (Sleight of Hand) check. While bound, a creature has Disadvantage on attack rolls, and the creature is Restrained if the Manacles are attached to a chain or hook that is fixed in place
Spells
Player’s Handbook
Hallow. The affected area has the following effects.
Hallowed Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can’t
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
Monsters
Monster Manual
a type chosen by the cataclysm: Acid;{"diceNotation":"5d6+8", "rollType":"damage", "rollAction":"Elemental Burst (Acid)", "rollDamageType":"Acid"}, Cold;{"diceNotation":"5d6+8", "rollType":"damage
target has the Restrained condition, has Total Cover, and is suffocating. As an action, a buried creature or another creature within 5 feet of it can make a DC 18 Strength (Athletics) check. On a
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
Monsters
The Book of Many Things
":"Card Spray", "rollDamageType":"force"} force damage and has the restrained condition for 1 minute as cards bind it. On a successful save, a creature takes half as much damage only. A restrained
Morkoth
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
14) if it is a Large or smaller creature. Until this grapple ends, the target is restrained and takes 15 (3d8 + 2);{"diceNotation":"3d8+2","rollType":"damage","rollAction":"Tentacles","rollDamageType
within 120 feet of it. The spell targets the chosen creature instead of the morkoth. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll
Monsters
Mordenkainen Presents: Monsters of the Multiverse
"} piercing damage, and the target is grappled (escape DC 11) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the tlincalli can’t use the spiked chain
alive. After using their stingers to paralyze victims and their spiked chains to bind them, tlincallis take these captives back to their encampment and tie them to cacti or rock formations. When the
Hellfire Engine
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
, the creature is also restrained until it's no longer in the same space as the hellfire engine. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 18
":"thunder"} thunder damage on a failed save, or half as much damage on a successful one.
If the chosen option kills a creature, the creature's soul rises from the River Styx as a lemure in Avernus in
Monsters
Acquisitions Incorporated
, the target is restrained, and the deep crow can't use its mandibles on another target.
Claw. Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Claw"} to hit, reach 5 ft
years. Of even greater importance, they can teach their chicks to harbor the same resentments, instilling a cross-generational hatred of chosen foes that can last for centuries.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"bludgeoning"} bludgeoning damage.
If the hellfire engine remains in the prone creature’s space, the creature is also restrained until it’s no longer in the same space as the hellfire engine
. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 18 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5
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
can see within 120 feet of it. The spell targets the chosen creature instead of the morkoth. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the
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
The Book of Many Things
. The corrupter regains all spent legendary actions at the start of its turn.
Cunning. The corrupter escapes nonmagical restraints and ends the grappled and restrained conditions on itself, then moves
must succeed on a DC 15 Strength saving throw or have the grappled condition (escape DC 15) and the restrained condition until it escapes or the snare holding it is destroyed. Each snare has AC 11, 10
Monsters
The Book of Many Things
(escape DC 15) and the restrained condition until it escapes or the snare holding it is destroyed. Each snare has AC 11, 10 hit points, and immunity to poison and psychic damage.
Traps. Traps target up to
)","rollDamageType":"poison"}, chosen by the villain when the villain uses this action.
Regional Effects
The region containing a villain’s lair is warped by their presence, creating one or more of the
Monsters
The Book of Many Things
condition (escape DC 15) and the restrained condition until it escapes or the snare holding it is destroyed. Each snare has AC 11, 10 hit points, and immunity to poison and psychic damage.
Traps. Traps
)","rollDamageType":"poison"}, chosen by the villain when the villain uses this action.
Regional Effects
The region containing a villain’s lair is warped by their presence, creating one or more
Monsters
Fizban's Treasury of Dragons
DC 20) and is restrained until this grapple ends. The aspect can have only one creature grappled this way at a time.
Tail. Melee Weapon Attack: +19;{"diceNotation":"1d20+19", "rollType":"to hit
the aspect’s choice in a 60-foot-radius sphere centered on her must make a DC 27 Dexterity saving throw. On a failed save, the creature takes 39 (6d12) damage of a type chosen by the aspect: acid
Monsters
The Book of Many Things
creatures the villain can see in the lair. Each creature must succeed on a DC 15 Strength saving throw or have the grappled condition (escape DC 15) and the restrained condition until it escapes or the snare
":"Traps (Fire)","rollDamageType":"fire"}, or poison;{"diceNotation":"7d6","rollType":"damage","rollAction":"Traps (Poison)","rollDamageType":"poison"}, chosen by the villain when the villain uses this
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
01–20 You cast a spell originating from the chosen point. Roll 1d10 to determine the spell: on a 1–2, Darkness; on a 3–4, Faerie Fire; on a 5–6, Fireball; on a 7–8, Slow; on a 9–10, Stinking Cloud
. 21–25 Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome just happened. 26–30 You cast Gust of Wind
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
01–20 You cast a spell originating from the chosen point. Roll 1d10 to determine the spell: on a 1–2, Darkness; on a 3–4, Faerie Fire; on a 5–6, Fireball; on a 7–8, Slow; on a 9–10, Stinking Cloud
. 21–25 Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome just happened. 26–30 You cast Gust of Wind
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
01–20 You cast a spell originating from the chosen point. Roll 1d10 to determine the spell: on a 1–2, Darkness; on a 3–4, Faerie Fire; on a 5–6, Fireball; on a 7–8, Slow; on a 9–10, Stinking Cloud
. 21–25 Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome just happened. 26–30 You cast Gust of Wind
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
01–20 You cast a spell originating from the chosen point. Roll 1d10 to determine the spell: on a 1–2, Darkness; on a 3–4, Faerie Fire; on a 5–6, Fireball; on a 7–8, Slow; on a 9–10, Stinking Cloud
. 21–25 Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome just happened. 26–30 You cast Gust of Wind
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
01–20 You cast a spell originating from the chosen point. Roll 1d10 to determine the spell: on a 1–2, Darkness; on a 3–4, Faerie Fire; on a 5–6, Fireball; on a 7–8, Slow; on a 9–10, Stinking Cloud
. 21–25 Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome just happened. 26–30 You cast Gust of Wind
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
01–20 You cast a spell originating from the chosen point. Roll 1d10 to determine the spell: on a 1–2, Darkness; on a 3–4, Faerie Fire; on a 5–6, Fireball; on a 7–8, Slow; on a 9–10, Stinking Cloud
. 21–25 Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome just happened. 26–30 You cast Gust of Wind
Magic Items
The Book of Many Things
takes effect. You must draw each card you declared no more than 1 hour after the previous draw. Unless a card states otherwise, if you fail to draw the chosen number, the remaining number of cards fly
Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice).
Dragon. A dragon egg appears at your feet and immediately hatches into a dragon wyrmling. The type of dragon is chosen by the DM
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Mental Prison 6th-level illusion Casting Time: 1 action Range: 60 feet Components: S Duration: Concentration, up to 1 minute You attempt to bind a creature within an illusory cell that only it
and is restrained for the spell’s duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Mental Prison 6th-level illusion Casting Time: 1 action Range: 60 feet Components: S Duration: Concentration, up to 1 minute You attempt to bind a creature within an illusory cell that only it
and is restrained for the spell’s duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Mental Prison 6th-level illusion Casting Time: 1 action Range: 60 feet Components: S Duration: Concentration, up to 1 minute You attempt to bind a creature within an illusory cell that only it
and is restrained for the spell’s duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
has the following effects. Hallowed Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can’t willingly enter the area, and
any creature that is possessed by or that has the Charmed or Frightened condition from such creatures isn’t possessed, Charmed, or Frightened by them while in the area. Extra Effect. You bind an extra
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
has the following effects. Hallowed Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can’t willingly enter the area, and
any creature that is possessed by or that has the Charmed or Frightened condition from such creatures isn’t possessed, Charmed, or Frightened by them while in the area. Extra Effect. You bind an extra
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
works and spread tales that belittle the other gods. When other deities retaliate against his chosen, Purphoros reacts with rage, taking vengeance on other gods’ temples and priests across Theros
appreciate his creations, Purphoros breaks the Nyx-infused chains that bind the ancient red dragon Thraxes, allowing it to go on a far-ranging rampage.
3 Gripped by sudden inspiration, Purphoros begins
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
has the following effects. Hallowed Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can’t willingly enter the area, and
any creature that is possessed by or that has the Charmed or Frightened condition from such creatures isn’t possessed, Charmed, or Frightened by them while in the area. Extra Effect. You bind an extra
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
works and spread tales that belittle the other gods. When other deities retaliate against his chosen, Purphoros reacts with rage, taking vengeance on other gods’ temples and priests across Theros
appreciate his creations, Purphoros breaks the Nyx-infused chains that bind the ancient red dragon Thraxes, allowing it to go on a far-ranging rampage.
3 Gripped by sudden inspiration, Purphoros begins






