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Returning 35 results for 'binding bare diffusing clothing reduced'.
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Magic Items
Dungeon Master’s Guide
;typically an assortment of demons.
Ensnarement. While carrying the book, whenever you cast Magic Circle naming only Fiends or cast Planar Binding targeting a Fiend, the spell is cast at level 9
.
Spell
Charge Cost
Magic Circle
1
Magic Jar
3
Planar Ally
3
Planar Binding
2
Plane Shift (to the Abyss only)
3
Summon Fiend
3
Tasha's Hideous Laughter
0
Monsters
Eberron: Rising from the Last War
","rollType":"damage","rollAction":"Soul Binding","rollDamageType":"necrotic"} necrotic damage. A creature reduced to 0 hit points from this attack dies and has its soul imprisoned in one of the quori's
magical effects.Multiattack. The quori makes two Soul Binding attacks. Alternatively, it can make four attacks with Arcane Blast.
Arcane Blast. Ranged Spell Attack: +13;{"diceNotation":"1d20+13
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Magic Resistance. The duergar has advantage on saving throws against spells and other magical effects.
Psychic Engine. When the duergar suffers a critical hit or is reduced to 0 hit points, psychic
and grand, but in a bare, stripped-down fashion that favors geometric forms. The strongholds they design are blocky and stark, and the weapons they forge are blatantly tools of violence. While others
Monsters
Spelljammer: Adventures in Space
","rollAction":"Hideous Rend","rollDamageType":"bludgeoning"} bludgeoning damage at the start of each of its turns. A creature reduced to 0 hit points by this damage is ripped into four pieces.B&rsquo
its bare hands.
B’rohgs communicate with one another using grunts and basic hand signals; they have no spoken or written language. They prefer to be left alone and for that reason don’t
Monsters
Bigby Presents: Glory of the Giants
object regains all its hit points at the end of every turn, but it turns to dust if reduced to 0 hit points or when the giant dies. If the rune is destroyed, the giant can inscribe a stone rune on an
. Within their communities, they act as leaders and oracles.
Rockspeakers incorporate crystals and stones into their clothing and embed them in their skin. By invoking the power of their stone runes
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
10 ft., one target. Hit: 20 (4d6 + 6);{"diceNotation":"4d6+6", "rollType":"damage", "rollAction":"Fae Claymore", "rollDamageType":"force"} force damage, and the target’s speed is reduced by 10
fae kindguards are in direct service to Talion, the Kindly Lord. Nine times nine have these high fae sworn a binding oath to protect the Kindly Lord, each time pricking their hand on a hawthorn
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, creation is a fiercely passionate process. They tend to favor works that are sturdy and grand, but in a bare, stripped-down fashion that favors geometric forms. The strongholds they design are blocky
and stark, and the weapons they forge are blatantly tools of violence. While others may decry their creations as cold and bare of ornamentation to the point of austerity, duergar see them as honoring
Monsters
Fizban's Treasury of Dragons
Legendary Resistance (3/Day). If the hollow dragon fails a saving throw, it can choose to succeed instead.
Reconstruction. When the hollow dragon is reduced to 0 hit points, its body breaks into
hollow dragon regains spent legendary actions at the start of its turn.
Claw. The hollow dragon makes one Claw attack.
Ghostly Binding (Costs 2 Actions). The hollow dragon creates ethereal bindings
Demonomicon of Iggwilv
Legacy
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Magic Items
Tasha’s Cauldron of Everything
spells (save DC 20) from it: magic circle (1 charge), magic jar (3 charges), planar ally (3 charges), planar binding (2 charges), plane shift (to layers of the Abyss only; 3 charges), summon fiend (3
a fiend, you use the maximum possible result instead of rolling.
Ensnarement. While carrying the book, whenever you cast the magic circle spell naming only fiends, or the planar binding spell
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Rime’s Binding Ice 2nd-Level Evocation Casting Time: 1 action Range: Self (30-foot cone) Components: S, M (a vial of meltwater) Duration: Instantaneous A burst of cold energy emanates from you in a
creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn’t hindered
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Rime’s Binding Ice 2nd-Level Evocation Casting Time: 1 action Range: Self (30-foot cone) Components: S, M (a vial of meltwater) Duration: Instantaneous A burst of cold energy emanates from you in a
creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn’t hindered
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Rime’s Binding Ice 2nd-Level Evocation Casting Time: 1 action Range: Self (30-foot cone) Components: S, M (a vial of meltwater) Duration: Instantaneous A burst of cold energy emanates from you in a
creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn’t hindered
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X34. Wizard’s Bedchamber A white marble bed stands in the center of this bare stone room, its mattress long since rotted away. Golden hawks perch atop the bed’s corner posts. The room’s remaining
furnishings have been reduced to dust-covered heaps. Cobwebs cover arcane sigils carved into the walls. The ceiling here is 10 feet high. The sigils that cover the walls were once wards designed to
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X34. Wizard’s Bedchamber A white marble bed stands in the center of this bare stone room, its mattress long since rotted away. Golden hawks perch atop the bed’s corner posts. The room’s remaining
furnishings have been reduced to dust-covered heaps. Cobwebs cover arcane sigils carved into the walls. The ceiling here is 10 feet high. The sigils that cover the walls were once wards designed to
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X34. Wizard’s Bedchamber A white marble bed stands in the center of this bare stone room, its mattress long since rotted away. Golden hawks perch atop the bed’s corner posts. The room’s remaining
furnishings have been reduced to dust-covered heaps. Cobwebs cover arcane sigils carved into the walls. The ceiling here is 10 feet high. The sigils that cover the walls were once wards designed to
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Mummies Deathless Ancients with Ageless Ambitions Habitat: Desert, Swamp; Treasure: Relics Mysterious rites and mighty faith can tie spirits to their corpses, binding them to their remains for all
hearts. Those who escape a mummy’s grasp might find themselves subject to a terrible curse. Victims of a mummy’s curse gradually wither, their bodies rotting away until they’re reduced to dust. This
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Mummies Deathless Ancients with Ageless Ambitions Habitat: Desert, Swamp; Treasure: Relics Mysterious rites and mighty faith can tie spirits to their corpses, binding them to their remains for all
hearts. Those who escape a mummy’s grasp might find themselves subject to a terrible curse. Victims of a mummy’s curse gradually wither, their bodies rotting away until they’re reduced to dust. This
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Mummies Deathless Ancients with Ageless Ambitions Habitat: Desert, Swamp; Treasure: Relics Mysterious rites and mighty faith can tie spirits to their corpses, binding them to their remains for all
hearts. Those who escape a mummy’s grasp might find themselves subject to a terrible curse. Victims of a mummy’s curse gradually wither, their bodies rotting away until they’re reduced to dust. This
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
all creatures except each other. A duplicate reduced to 0 hit points or targeted by a dispel magic spell vanishes in a wisp of inky smoke. Otherwise, each duplicate disappears after 1 minute. The
shelves that are carved into the walls behind them. Casting dispel magic on one of these mirrors ends the illusion and reveals the hidden shelf beyond. Treasure Two of the shelves are bare. The third holds a bronze mask molded to resemble Halaster’s visage (50 gp).
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the dire wolf sleeps in the middle of the room. The gladiator and the berserkers fight to the death. The dire wolf flees the temple (heading east, through areas X4 and X2) if reduced to fewer than
half its hit points. Torches in sconces light this bare stone room. Six bedrolls made of stitched animal furs cover the floor. Cold air enters through a fissure in the southwest wall. Other than the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
hit points. A rowboat reduced to 0 hit points in the water sinks over the course of 1d4 rounds.
Falling in the Water Any character who falls into the lake is subject to the effects of frigid water
(see “Frigid Water”). Even after the character gets out of the frigid water, the effects persist until the wet clothing is dried out or replaced with warm, dry clothing. Water Depth Once the characters
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
all creatures except each other. A duplicate reduced to 0 hit points or targeted by a dispel magic spell vanishes in a wisp of inky smoke. Otherwise, each duplicate disappears after 1 minute. The
shelves that are carved into the walls behind them. Casting dispel magic on one of these mirrors ends the illusion and reveals the hidden shelf beyond. Treasure Two of the shelves are bare. The third holds a bronze mask molded to resemble Halaster’s visage (50 gp).
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
hit points. A rowboat reduced to 0 hit points in the water sinks over the course of 1d4 rounds.
Falling in the Water Any character who falls into the lake is subject to the effects of frigid water
(see “Frigid Water”). Even after the character gets out of the frigid water, the effects persist until the wet clothing is dried out or replaced with warm, dry clothing. Water Depth Once the characters
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
hit points. A rowboat reduced to 0 hit points in the water sinks over the course of 1d4 rounds.
Falling in the Water Any character who falls into the lake is subject to the effects of frigid water
(see “Frigid Water”). Even after the character gets out of the frigid water, the effects persist until the wet clothing is dried out or replaced with warm, dry clothing. Water Depth Once the characters
Magic Items
The Wild Beyond the Witchlight
with images of bare-branched trees, falling leaves, and broomsticks. In its second form, the cauldron is made of iron and embossed on the outside with images of bats, toads, cats, lizards, and snakes
be aged to the point of decrepitude. In this state, the creature’s speed is halved, the range of its vision and hearing is reduced to 30 feet, and it has disadvantage on all ability checks
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
all creatures except each other. A duplicate reduced to 0 hit points or targeted by a dispel magic spell vanishes in a wisp of inky smoke. Otherwise, each duplicate disappears after 1 minute. The
shelves that are carved into the walls behind them. Casting dispel magic on one of these mirrors ends the illusion and reveals the hidden shelf beyond. Treasure Two of the shelves are bare. The third holds a bronze mask molded to resemble Halaster’s visage (50 gp).
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the dire wolf sleeps in the middle of the room. The gladiator and the berserkers fight to the death. The dire wolf flees the temple (heading east, through areas X4 and X2) if reduced to fewer than
half its hit points. Torches in sconces light this bare stone room. Six bedrolls made of stitched animal furs cover the floor. Cold air enters through a fissure in the southwest wall. Other than the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the dire wolf sleeps in the middle of the room. The gladiator and the berserkers fight to the death. The dire wolf flees the temple (heading east, through areas X4 and X2) if reduced to fewer than
half its hit points. Torches in sconces light this bare stone room. Six bedrolls made of stitched animal furs cover the floor. Cold air enters through a fissure in the southwest wall. Other than the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Horrifying Visage. Once the ghost’s true nature is revealed, the ropes binding it to the figurehead fade away as it attacks the nearest character. If the ghost is reduced to 20 hit points or fewer, it tries
wall for secret doors finds it automatically. T4. Coat Closet This is the speaker’s personal coat closet. A full set of cold weather clothing is stored in the wooden trunk. T5. Privy This room contains a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Horrifying Visage. Once the ghost’s true nature is revealed, the ropes binding it to the figurehead fade away as it attacks the nearest character. If the ghost is reduced to 20 hit points or fewer, it tries
wall for secret doors finds it automatically. T4. Coat Closet This is the speaker’s personal coat closet. A full set of cold weather clothing is stored in the wooden trunk. T5. Privy This room contains a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Horrifying Visage. Once the ghost’s true nature is revealed, the ropes binding it to the figurehead fade away as it attacks the nearest character. If the ghost is reduced to 20 hit points or fewer, it tries
wall for secret doors finds it automatically. T4. Coat Closet This is the speaker’s personal coat closet. A full set of cold weather clothing is stored in the wooden trunk. T5. Privy This room contains a
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
of the chasm, the base of the fallen tower can be seen, reduced to a broken section of its former ground floor.
Ruins This city once housed the Infernal Machine before Lum the Mad conquered those
life (hunting, worship, warfare, and so forth, with humanoid figures dressed in archaic styles of clothing). Graven lines (representing silver wires) are seen throughout the image. Any character who
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
of the chasm, the base of the fallen tower can be seen, reduced to a broken section of its former ground floor.
Ruins This city once housed the Infernal Machine before Lum the Mad conquered those
life (hunting, worship, warfare, and so forth, with humanoid figures dressed in archaic styles of clothing). Graven lines (representing silver wires) are seen throughout the image. Any character who
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
clothing. Some nimblewrights wear plain clothing, while others are clad in flashier attire. A nimblewright is emotionless, its face frozen in whatever expression was given to it by its creator. Duelist
, food, drink, or sleep. Damage it takes can be repaired with mending spells, but a nimblewright reduced to 0 hit points is permanently destroyed. Nimblewright
Medium construct, unaligned
Armor Class
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
of the chasm, the base of the fallen tower can be seen, reduced to a broken section of its former ground floor.
Ruins This city once housed the Infernal Machine before Lum the Mad conquered those
life (hunting, worship, warfare, and so forth, with humanoid figures dressed in archaic styles of clothing). Graven lines (representing silver wires) are seen throughout the image. Any character who






