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Returning 35 results for 'bitter being diffusing chaining restrained'.
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Spells
Player’s Handbook
is entombed beneath the earth in a hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe.
Chaining. Chains firmly rooted in the
ground hold the target in place. The target has the Restrained condition and can’t be moved by any means.
Hedged Prison. The target is trapped in a demiplane that is warded against teleportation
Chain Devil
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
ends, the target is restrained and takes 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Chain","rollDamageType":"piercing"} piercing damage at the start of each of its turns.
Animate
devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be
monsters
spotted markings as its fur; they are strong enough to withstand the bitter winds that whistle across the tundra.Cold, Necrotic, RadiantFreezing Glare (Recharge 5–6);{"diceNotation":"1d6", "rollType
":"recharge", "rollAction":"Freezing Glare"}. Constitution Saving Throw: DC 13, each creature in a 30- foot Cone. First Failure: The target has the Restrained condition and repeats the save at the end of its
Monsters
Planescape: Adventures in the Multiverse
.
Jailer (1/Day). The shator can cast the imprisonment spell, requiring no material components and using Intelligence as the spellcasting ability (chaining effect only; spell save DC 18
, these bitter, wicked creatures have appointed themselves the jailers of the plane. Demodands viciously defend the few known portals that lead out of Carceri and ruthlessly torment other creatures trapped
Imprisonment
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.
The special component for this version of the spell is a small mithral orb.
Chaining. Heavy
chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then.
The special component for this
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe. Chaining. Chains firmly rooted in the ground hold the target in place. The target
has the Restrained condition and can’t be moved by any means. Hedged Prison. The target is trapped in a demiplane that is warded against teleportation and planar travel. The demiplane is your choice
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe. Chaining. Chains firmly rooted in the ground hold the target in place. The target
has the Restrained condition and can’t be moved by any means. Hedged Prison. The target is trapped in a demiplane that is warded against teleportation and planar travel. The demiplane is your choice
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe. Chaining. Chains firmly rooted in the ground hold the target in place. The target
has the Restrained condition and can’t be moved by any means. Hedged Prison. The target is trapped in a demiplane that is warded against teleportation and planar travel. The demiplane is your choice
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe. Chaining. Chains firmly rooted in the ground hold the target in place. The target
has the Restrained condition and can’t be moved by any means. Hedged Prison. The target is trapped in a demiplane that is warded against teleportation and planar travel. The demiplane is your choice
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe. Chaining. Chains firmly rooted in the ground hold the target in place. The target
has the Restrained condition and can’t be moved by any means. Hedged Prison. The target is trapped in a demiplane that is warded against teleportation and planar travel. The demiplane is your choice
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe. Chaining. Chains firmly rooted in the ground hold the target in place. The target
has the Restrained condition and can’t be moved by any means. Hedged Prison. The target is trapped in a demiplane that is warded against teleportation and planar travel. The demiplane is your choice
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
of small fruits that resemble wild grapes. The fruit is tough and has a hearty but bitter flavor. A subterranean variant grows near hot springs, volcanic vents, and other sources of heat. An assassin
target takes 11 (2d6 + 4) bludgeoning damage, and it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and it takes 21 (6d6) poison damage at the start of each of its
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of small fruits that resemble wild grapes. The fruit is tough and has a hearty but bitter flavor. A subterranean variant grows near hot springs, volcanic vents, and other sources of heat. An assassin
target takes 11 (2d6 + 4) bludgeoning damage, and it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and it takes 21 (6d6) poison damage at the start of each of its
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of small fruits that resemble wild grapes. The fruit is tough and has a hearty but bitter flavor. A subterranean variant grows near hot springs, volcanic vents, and other sources of heat. An assassin
target takes 11 (2d6 + 4) bludgeoning damage, and it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and it takes 21 (6d6) poison damage at the start of each of its
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
of small fruits that resemble wild grapes. The fruit is tough and has a hearty but bitter flavor. A subterranean variant grows near hot springs, volcanic vents, and other sources of heat. An assassin
target takes 11 (2d6 + 4) bludgeoning damage, and it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and it takes 21 (6d6) poison damage at the start of each of its
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
of small fruits that resemble wild grapes. The fruit is tough and has a hearty but bitter flavor. A subterranean variant grows near hot springs, volcanic vents, and other sources of heat. An assassin
target takes 11 (2d6 + 4) bludgeoning damage, and it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and it takes 21 (6d6) poison damage at the start of each of its
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of small fruits that resemble wild grapes. The fruit is tough and has a hearty but bitter flavor. A subterranean variant grows near hot springs, volcanic vents, and other sources of heat. An assassin
target takes 11 (2d6 + 4) bludgeoning damage, and it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and it takes 21 (6d6) poison damage at the start of each of its
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
travel to get into or out of it. The special component for this version of the spell is a small mithral orb. Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is
restrained until the spell ends, and it can’t move or be moved by any means until then. The special component for this version of the spell is a fine chain of precious metal. Hedged Prison. The spell
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
travel to get into or out of it. The special component for this version of the spell is a small mithral orb. Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is
restrained until the spell ends, and it can’t move or be moved by any means until then. The special component for this version of the spell is a fine chain of precious metal. Hedged Prison. The spell
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
travel to get into or out of it. The special component for this version of the spell is a small mithral orb. Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is
restrained until the spell ends, and it can’t move or be moved by any means until then. The special component for this version of the spell is a fine chain of precious metal. Hedged Prison. The spell
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
travel to get into or out of it. The special component for this version of the spell is a small mithral orb. Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is
restrained until the spell ends, and it can’t move or be moved by any means until then. The special component for this version of the spell is a fine chain of precious metal. Hedged Prison. The spell
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
travel to get into or out of it. The special component for this version of the spell is a small mithral orb. Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is
restrained until the spell ends, and it can’t move or be moved by any means until then. The special component for this version of the spell is a fine chain of precious metal. Hedged Prison. The spell
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
travel to get into or out of it. The special component for this version of the spell is a small mithral orb. Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is
restrained until the spell ends, and it can’t move or be moved by any means until then. The special component for this version of the spell is a fine chain of precious metal. Hedged Prison. The spell
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
hatred and loathing of the living is sufficient to keep them roaming the wilds for years after their murderers are slain. A frostmourn looks like a desiccated corpse mummified by exposure to bitter cold
Immunities cold, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses passive Perception 14
Languages Giant
Challenge 10
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.
Animate Chains (Recharges after a Short or Long Rest). Up to four chains the devil can see within 60 feet
or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.
Animate Chains (Recharges after a Short or Long Rest). Up to four chains the devil can see within 60 feet
or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.
Animate Chains (Recharges after a Short or Long Rest). Up to four chains the devil can see within 60 feet
or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
hatred and loathing of the living is sufficient to keep them roaming the wilds for years after their murderers are slain. A frostmourn looks like a desiccated corpse mummified by exposure to bitter cold
Immunities cold, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses passive Perception 14
Languages Giant
Challenge 10
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
hatred and loathing of the living is sufficient to keep them roaming the wilds for years after their murderers are slain. A frostmourn looks like a desiccated corpse mummified by exposure to bitter cold
Immunities cold, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses passive Perception 14
Languages Giant
Challenge 10
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Lightly Obscured.
The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a DC 12 Dexterity saving throw or have the Restrained condition until it breaks
free or the webs are destroyed.
As an action, a creature Restrained by the webs can make a DC 12 Strength (Athletics) check. If it succeeds, it is no longer Restrained.
The webs are flammable and
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Lightly Obscured.
The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a DC 12 Dexterity saving throw or have the Restrained condition until it breaks
free or the webs are destroyed.
As an action, a creature Restrained by the webs can make a DC 12 Strength (Athletics) check. If it succeeds, it is no longer Restrained.
The webs are flammable and
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Lightly Obscured.
The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a DC 12 Dexterity saving throw or have the Restrained condition until it breaks
free or the webs are destroyed.
As an action, a creature Restrained by the webs can make a DC 12 Strength (Athletics) check. If it succeeds, it is no longer Restrained.
The webs are flammable and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Throws Dex +7, Wis +8
Skills Perception +13, Stealth +7
Damage Resistances cold, fire
Damage Immunities acid, poison
Condition Immunities charmed, frightened, paralyzed, poisoned, restrained
spell, requiring no material components and using Intelligence as the spellcasting ability (chaining effect only; spell save DC 18).
Liquefaction Ritual. The shator can perform a 1-minute ritual that
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Throws Dex +7, Wis +8
Skills Perception +13, Stealth +7
Damage Resistances cold, fire
Damage Immunities acid, poison
Condition Immunities charmed, frightened, paralyzed, poisoned, restrained
spell, requiring no material components and using Intelligence as the spellcasting ability (chaining effect only; spell save DC 18).
Liquefaction Ritual. The shator can perform a 1-minute ritual that
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Throws Dex +7, Wis +8
Skills Perception +13, Stealth +7
Damage Resistances cold, fire
Damage Immunities acid, poison
Condition Immunities charmed, frightened, paralyzed, poisoned, restrained
spell, requiring no material components and using Intelligence as the spellcasting ability (chaining effect only; spell save DC 18).
Liquefaction Ritual. The shator can perform a 1-minute ritual that






