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Returning 35 results for 'blocking being diffusing consists restrained'.
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blocking being diffusing contests restrained
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blocking being diffusing consist restrained
Spells
Player’s Handbook
.
The wall consists of seven layers, each with a different color. When a creature reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the
damage. Additional Effects: The layer is destroyed if it takes at least 25 Fire damage.
6
Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the
Monsters
Bigby Presents: Glory of the Giants
saving throw or take 26 (4d12);{"diceNotation":"4d12", "rollType":"damage", "rollAction":"Petrifying Touch", "rollDamageType":"force"} force damage and have the restrained condition as it begins to turn to
instead of the restrained condition.Stone giants believe the god Skoraeus Stonebones inspires artists to create their finest stone carvings. Sometimes a giant pursues this divine inspiration to the
Monsters
Bigby Presents: Glory of the Giants
the mud hulk’s space and be engulfed by the mud hulk. While engulfed, the target can’t breathe, has the restrained condition, and takes 6 (1d12);{"diceNotation":"1d12", "rollType":"damage
creatures of living mud.
A mud hulk vaguely resembles its ancestors, but its body consists of wet mud that constantly sloughs off around it, creating thick pools of the stuff everywhere the creature
Imprisonment
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
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 consists of rare soporific herbs.
Ending the Spell. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release
Prismatic Wall
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
, the creature must succeed on a Constitution saving throw or become blinded for 1 minute.
The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass
damage to it.
6. Indigo. On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
tasks, retreating into a spacious cavern and blocking out all distractions. Creating a masterwork can become such a driving obsession that death can’t stop it: a giant who dies while creating art might
throw or take 26 (4d12) force damage and have the restrained condition as it begins to turn to stone. The affected target must repeat the saving throw at the end of its next turn. On a successful
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
tasks, retreating into a spacious cavern and blocking out all distractions. Creating a masterwork can become such a driving obsession that death can’t stop it: a giant who dies while creating art might
throw or take 26 (4d12) force damage and have the restrained condition as it begins to turn to stone. The affected target must repeat the saving throw at the end of its next turn. On a successful
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
tasks, retreating into a spacious cavern and blocking out all distractions. Creating a masterwork can become such a driving obsession that death can’t stop it: a giant who dies while creating art might
throw or take 26 (4d12) force damage and have the restrained condition as it begins to turn to stone. The affected target must repeat the saving throw at the end of its next turn. On a successful
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
, blocking them in. If anyone is hesitant to enter, he’ll beckon for them to come forward, asking them to converse with him. In this regard, his demeanor is regal, but gracious and non-hostile. “Please. Come
the room, the coral attempts to grow up and around them, forcing them to make a DC 18 Strength saving throw or be restrained. A character who is restrained by the coral can use their action to make a DC
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
characters approach either bridge, they can make out the initial details of the rift and can see the guards blocking the path. Read the following to set the scene: A rift in the earth divides Elturel into
group consists of two bearded devils and four spined devils. Unsubtle brutes, these creatures have parked themselves in the middle of each bridge to maintain a vigilant watch. Taking them on is a tough
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
, blocking them in. If anyone is hesitant to enter, he’ll beckon for them to come forward, asking them to converse with him. In this regard, his demeanor is regal, but gracious and non-hostile. “Please. Come
the room, the coral attempts to grow up and around them, forcing them to make a DC 18 Strength saving throw or be restrained. A character who is restrained by the coral can use their action to make a DC
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
seek out prey. A mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long branch from the main vine every 6 inches. In late summer, the secondary vines produce bunches
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
seek out prey. A mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long branch from the main vine every 6 inches. In late summer, the secondary vines produce bunches
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
seek out prey. A mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long branch from the main vine every 6 inches. In late summer, the secondary vines produce bunches
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
seek out prey. A mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long branch from the main vine every 6 inches. In late summer, the secondary vines produce bunches
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
seek out prey. A mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long branch from the main vine every 6 inches. In late summer, the secondary vines produce bunches
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->Locathah Rising
, blocking them in. If anyone is hesitant to enter, he’ll beckon for them to come forward, asking them to converse with him. In this regard, his demeanor is regal, but gracious and non-hostile. “Please. Come
the room, the coral attempts to grow up and around them, forcing them to make a DC 18 Strength saving throw or be restrained. A character who is restrained by the coral can use their action to make a DC
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
seek out prey. A mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long branch from the main vine every 6 inches. In late summer, the secondary vines produce bunches
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
small vegepygmy tribe preparing to sacrifice a grung (see appendix D) to the rift. The grung, Imbok, is bound with vines and restrained. As the grung struggles, the vegepygmies encircle him and perform a
. The tribe consists of one vegepygmy chief, eight vegepygmies, and the chief’s thorny pet. Statistics for all these creatures appear in appendix D. Their grung captive is the beloved one hundred and
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Cockatrice The cockatrice looks like a hideous hybrid of lizard, bird, and bat, and it is infamous for its ability to turn flesh to stone. These omnivores have a diet that consists of berries, nuts
creature 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 failure, the creature is petrified for 24 hours.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
characters approach either bridge, they can make out the initial details of the rift and can see the guards blocking the path. Read the following to set the scene: A rift in the earth divides Elturel into
group consists of two bearded devils and four spined devils. Unsubtle brutes, these creatures have parked themselves in the middle of each bridge to maintain a vigilant watch. Taking them on is a tough
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
characters approach either bridge, they can make out the initial details of the rift and can see the guards blocking the path. Read the following to set the scene: A rift in the earth divides Elturel into
group consists of two bearded devils and four spined devils. Unsubtle brutes, these creatures have parked themselves in the middle of each bridge to maintain a vigilant watch. Taking them on is a tough
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
small vegepygmy tribe preparing to sacrifice a grung (see appendix D) to the rift. The grung, Imbok, is bound with vines and restrained. As the grung struggles, the vegepygmies encircle him and perform a
. The tribe consists of one vegepygmy chief, eight vegepygmies, and the chief’s thorny pet. Statistics for all these creatures appear in appendix D. Their grung captive is the beloved one hundred and
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Cockatrice The cockatrice looks like a hideous hybrid of lizard, bird, and bat, and it is infamous for its ability to turn flesh to stone. These omnivores have a diet that consists of berries, nuts
creature 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 failure, the creature is petrified for 24 hours.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
small vegepygmy tribe preparing to sacrifice a grung (see appendix D) to the rift. The grung, Imbok, is bound with vines and restrained. As the grung struggles, the vegepygmies encircle him and perform a
. The tribe consists of one vegepygmy chief, eight vegepygmies, and the chief’s thorny pet. Statistics for all these creatures appear in appendix D. Their grung captive is the beloved one hundred and
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Cockatrice The cockatrice looks like a hideous hybrid of lizard, bird, and bat, and it is infamous for its ability to turn flesh to stone. These omnivores have a diet that consists of berries, nuts
creature 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 failure, the creature is petrified for 24 hours.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
-looking path, road, or trails occasionally become sharp for 100-foot intervals. Walking on these areas is like walking on caltrops. Small avalanches of rock intermittently fall, blocking a path or burying
intruders. A buried creature is restrained and has to hold its breath until it is dug out. Strange laughter, sounding like that of children or the hag herself, occasionally pierces the silence. Small
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
-looking path, road, or trails occasionally become sharp for 100-foot intervals. Walking on these areas is like walking on caltrops. Small avalanches of rock intermittently fall, blocking a path or burying
intruders. A buried creature is restrained and has to hold its breath until it is dug out. Strange laughter, sounding like that of children or the hag herself, occasionally pierces the silence. Small
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
-looking path, road, or trails occasionally become sharp for 100-foot intervals. Walking on these areas is like walking on caltrops. Small avalanches of rock intermittently fall, blocking a path or burying
intruders. A buried creature is restrained and has to hold its breath until it is dug out. Strange laughter, sounding like that of children or the hag herself, occasionally pierces the silence. Small
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Velkynvelve The drow outpost is located high in a cavern, built 100 feet above the rocky floor. The outpost consists of a series of small caves in the cavern walls and four “hanging towers
to the webs.
Webs. The dense webs of giant spiders kept by the drow conceal the outpost from below. A creature falling into the webs becomes restrained. As an action, a restrained creature can
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Velkynvelve The drow outpost is located high in a cavern, built 100 feet above the rocky floor. The outpost consists of a series of small caves in the cavern walls and four “hanging towers
to the webs.
Webs. The dense webs of giant spiders kept by the drow conceal the outpost from below. A creature falling into the webs becomes restrained. As an action, a restrained creature can
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Velkynvelve The drow outpost is located high in a cavern, built 100 feet above the rocky floor. The outpost consists of a series of small caves in the cavern walls and four “hanging towers
to the webs.
Webs. The dense webs of giant spiders kept by the drow conceal the outpost from below. A creature falling into the webs becomes restrained. As an action, a restrained creature can
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
” lurking among the crowd. Astarion suspects trouble and asks the characters to help protect him. Encounters The adventure consists of these encounters. Surrounded. While sitting at the bar (area R2a
) with the characters, Astarion recognizes two Vampire Wardens from Cazador’s palace. The wardens are blocking the public exit to Rat’s Run. Certain that someone from the palace wants to kidnap him
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
(level 1–4, dangerous threat) The crossbow trap is a favorite of kobolds and other creatures that rely on traps to defend their lairs. It consists of a trip wire strung across a hallway and connected to a
creature that steps on the pressure plate triggers the trap. Effect. An iron portcullis drops from the ceiling, blocking an exit or a passageway. Countermeasures. A successful DC 20 Wisdom (Perception
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
(level 1–4, dangerous threat) The crossbow trap is a favorite of kobolds and other creatures that rely on traps to defend their lairs. It consists of a trip wire strung across a hallway and connected to a
creature that steps on the pressure plate triggers the trap. Effect. An iron portcullis drops from the ceiling, blocking an exit or a passageway. Countermeasures. A successful DC 20 Wisdom (Perception






