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Returning 35 results for 'blessed both diffusing contained restrained'.
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Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Vine", "rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it has the grappled condition (escape DC 18). While grappled, the creature also has the restrained condition. The
than itself that it can see within 60 feet of itself with the might and wisdom of the forest. While blessed in this way, a creature can use the treefolk’s Tree Stride trait and gains 5 (2d4
Yuan-ti Malison (Type 3)
Legacy
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Monsters
Monster Manual (2014)
grapple ends, the target is restrained, and the yuan-ti can’t constrict another target.
Scimitar (Yuan-ti Form Only). Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit
their race, allowing them to shed their frail humanity like dead skin. Those that did not transform eventually became slaves or food for the blessed of the serpent gods. The yuan-ti empires withered
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Main Cavern Githyanki twins named Arbez and Surlock are contained within crystal stalactites in this cavern. 3a. Arbez’s Watch The creatures in area 3b investigate any disturbance in this portion
crystal around them is destroyed, they can’t be targeted by attacks or subjected to magical effects. Moreover, they are restrained and can’t use their War Magic feature or make longsword attacks. They
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Main Cavern Githyanki twins named Arbez and Surlock are contained within crystal stalactites in this cavern. 3a. Arbez’s Watch The creatures in area 3b investigate any disturbance in this portion
crystal around them is destroyed, they can’t be targeted by attacks or subjected to magical effects. Moreover, they are restrained and can’t use their War Magic feature or make longsword attacks. They
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Main Cavern Githyanki twins named Arbez and Surlock are contained within crystal stalactites in this cavern. 3a. Arbez’s Watch The creatures in area 3b investigate any disturbance in this portion
crystal around them is destroyed, they can’t be targeted by attacks or subjected to magical effects. Moreover, they are restrained and can’t use their War Magic feature or make longsword attacks. They
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
restrained condition. The treefolk can grapple up to six creatures this way.
Nightshade Bolt. Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 33 (6d10) poison damage.
Spellcasting
of itself with the might and wisdom of the forest. While blessed in this way, a creature can use the treefolk’s Tree Stride trait and gains 5 (2d4) temporary hit points at the start of each of its
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
restrained condition. The treefolk can grapple up to six creatures this way.
Nightshade Bolt. Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 33 (6d10) poison damage.
Spellcasting
of itself with the might and wisdom of the forest. While blessed in this way, a creature can use the treefolk’s Tree Stride trait and gains 5 (2d4) temporary hit points at the start of each of its
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
restrained condition. The treefolk can grapple up to six creatures this way.
Nightshade Bolt. Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 33 (6d10) poison damage.
Spellcasting
of itself with the might and wisdom of the forest. While blessed in this way, a creature can use the treefolk’s Tree Stride trait and gains 5 (2d4) temporary hit points at the start of each of its
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Banshees are the undead remnants of elves who, blessed with great beauty, failed to use their gift to bring joy to the world. Instead, they used their beauty to corrupt and control others. Elves afflicted
, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 10
Languages Common, Elvish
Challenge 4 (1,100 XP)
Detect Life. The banshee can
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
organic form in the basilisk’s gullet. Some alchemists are said to know how to process the basilisk’s gullet and the fluids contained within. Properly handled, the gullet produces an oil that can
isn’t incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Banshees are the undead remnants of elves who, blessed with great beauty, failed to use their gift to bring joy to the world. Instead, they used their beauty to corrupt and control others. Elves afflicted
, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 10
Languages Common, Elvish
Challenge 4 (1,100 XP)
Detect Life. The banshee can
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Banshees are the undead remnants of elves who, blessed with great beauty, failed to use their gift to bring joy to the world. Instead, they used their beauty to corrupt and control others. Elves afflicted
, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 10
Languages Common, Elvish
Challenge 4 (1,100 XP)
Detect Life. The banshee can
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
organic form in the basilisk’s gullet. Some alchemists are said to know how to process the basilisk’s gullet and the fluids contained within. Properly handled, the gullet produces an oil that can
isn’t incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
organic form in the basilisk’s gullet. Some alchemists are said to know how to process the basilisk’s gullet and the fluids contained within. Properly handled, the gullet produces an oil that can
isn’t incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
damage as it passes through them. A fractine can also imprison a creature inside a demiplane contained within its two-dimensional form, the prisoner’s distorted reflection visible in the fractine’s
, prone, restrained, stunned
Senses blindsight 360 ft. (blind beyond this radius), passive Perception 18
Languages —
Challenge 9 (5,000 XP) Proficiency Bonus +4
Magic Resistance. The fractine
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
damage as it passes through them. A fractine can also imprison a creature inside a demiplane contained within its two-dimensional form, the prisoner’s distorted reflection visible in the fractine’s
, prone, restrained, stunned
Senses blindsight 360 ft. (blind beyond this radius), passive Perception 18
Languages —
Challenge 9 (5,000 XP) Proficiency Bonus +4
Magic Resistance. The fractine
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
damage as it passes through them. A fractine can also imprison a creature inside a demiplane contained within its two-dimensional form, the prisoner’s distorted reflection visible in the fractine’s
, prone, restrained, stunned
Senses blindsight 360 ft. (blind beyond this radius), passive Perception 18
Languages —
Challenge 9 (5,000 XP) Proficiency Bonus +4
Magic Resistance. The fractine
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
maintain their own battle gear, but ammunition and replacement gear are kept on hand, as well as other nonperishable supplies. Rather than being contained in a building, these items are on wagons
for recording “withdrawals” and reporting on inventory to the camp’s leaders. The Block Maglubiyet’s holy symbol is a headsman’s axe, and the block is where it is blessed by feeding it the lifeblood
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
maintain their own battle gear, but ammunition and replacement gear are kept on hand, as well as other nonperishable supplies. Rather than being contained in a building, these items are on wagons
for recording “withdrawals” and reporting on inventory to the camp’s leaders. The Block Maglubiyet’s holy symbol is a headsman’s axe, and the block is where it is blessed by feeding it the lifeblood
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
maintain their own battle gear, but ammunition and replacement gear are kept on hand, as well as other nonperishable supplies. Rather than being contained in a building, these items are on wagons
for recording “withdrawals” and reporting on inventory to the camp’s leaders. The Block Maglubiyet’s holy symbol is a headsman’s axe, and the block is where it is blessed by feeding it the lifeblood
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
sobbing and confessions of regret Enchanted Springs Enchanted springs brim with miraculous waters, whether they tap into magical sources hidden beneath the earth or they’re blessed by eldritch beings
enchanted spring’s water removes its magical properties, unless the bottle is a specially prepared vial blessed by whatever being enchanted the spring in the first place. Enchanted Spring Enchanted
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
sobbing and confessions of regret Enchanted Springs Enchanted springs brim with miraculous waters, whether they tap into magical sources hidden beneath the earth or they’re blessed by eldritch beings
enchanted spring’s water removes its magical properties, unless the bottle is a specially prepared vial blessed by whatever being enchanted the spring in the first place. Enchanted Spring Enchanted
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
sobbing and confessions of regret Enchanted Springs Enchanted springs brim with miraculous waters, whether they tap into magical sources hidden beneath the earth or they’re blessed by eldritch beings
enchanted spring’s water removes its magical properties, unless the bottle is a specially prepared vial blessed by whatever being enchanted the spring in the first place. Enchanted Spring Enchanted
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the glassblower’s workshop in the Wizard of Wines winery (chapter 12, area W10). 4 of Coins—Merchant Seek a cask that once contained the finest wine, of which not a drop remains.
The treasure lies in
the Abbey of Saint Markovia (chapter 8, area S9). 3 of Glyphs—Healer Look to the west. Find a pool blessed by the light of the white sun.
The treasure lies beneath the gazebo in the Shrine of the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the glassblower’s workshop in the Wizard of Wines winery (chapter 12, area W10). 4 of Coins—Merchant Seek a cask that once contained the finest wine, of which not a drop remains.
The treasure lies in
the Abbey of Saint Markovia (chapter 8, area S9). 3 of Glyphs—Healer Look to the west. Find a pool blessed by the light of the white sun.
The treasure lies beneath the gazebo in the Shrine of the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the glassblower’s workshop in the Wizard of Wines winery (chapter 12, area W10). 4 of Coins—Merchant Seek a cask that once contained the finest wine, of which not a drop remains.
The treasure lies in
the Abbey of Saint Markovia (chapter 8, area S9). 3 of Glyphs—Healer Look to the west. Find a pool blessed by the light of the white sun.
The treasure lies beneath the gazebo in the Shrine of the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
triggered, the net is released, covering a 10-foot-square area. Those in the area are trapped under the net and restrained, and those that fail a DC 10 Strength saving throw are also knocked prone. A
with cloth or wax prevents the darts contained within from launching. The trap activates when more than 20 pounds of weight is placed on the pressure plate, releasing four darts. Each dart makes a ranged
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
triggered, the net is released, covering a 10-foot-square area. Those in the area are trapped under the net and restrained, and those that fail a DC 10 Strength saving throw are also knocked prone. A
with cloth or wax prevents the darts contained within from launching. The trap activates when more than 20 pounds of weight is placed on the pressure plate, releasing four darts. Each dart makes a ranged
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
can also restore your use of it by expending a level 5 spell slot (no action required). Charismatic. You are blessed with an otherworldly presence and have Advantage on all Charisma checks. Saving
of yourself must succeed on a Strength saving throw or have the Restrained condition for 1 minute. A Restrained creature repeats the save at the end of each of its turns, ending the effect on itself
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
can also restore your use of it by expending a level 5 spell slot (no action required). Charismatic. You are blessed with an otherworldly presence and have Advantage on all Charisma checks. Saving
of yourself must succeed on a Strength saving throw or have the Restrained condition for 1 minute. A Restrained creature repeats the save at the end of each of its turns, ending the effect on itself
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
than done, however. The glowing green gem is contained in a cavity in the stump, beneath the rotted floorboards of the hut. The floorboards can be ripped up with a successful DC 14 Strength check or
Immunities poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 10
Languages
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
than done, however. The glowing green gem is contained in a cavity in the stump, beneath the rotted floorboards of the hut. The floorboards can be ripped up with a successful DC 14 Strength check or
Immunities poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 10
Languages
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
than done, however. The glowing green gem is contained in a cavity in the stump, beneath the rotted floorboards of the hut. The floorboards can be ripped up with a successful DC 14 Strength check or
Immunities poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 10
Languages
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
triggered, the net is released, covering a 10-foot-square area. Those in the area are trapped under the net and restrained, and those that fail a DC 10 Strength saving throw are also knocked prone. A
with cloth or wax prevents the darts contained within from launching. The trap activates when more than 20 pounds of weight is placed on the pressure plate, releasing four darts. Each dart makes a ranged
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
can also restore your use of it by expending a level 5 spell slot (no action required). Charismatic. You are blessed with an otherworldly presence and have Advantage on all Charisma checks. Saving
of yourself must succeed on a Strength saving throw or have the Restrained condition for 1 minute. A Restrained creature repeats the save at the end of each of its turns, ending the effect on itself






