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Returning 35 results for 'boggarts blooded diffusing contain restrained'.
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boggarts blood diffusing certain restraint
boggarts blinded diffusing container restrained
boggarts blinded diffusing certain restrained
boggarts blood diffusing certain restrained
boggarts blood diffusing contain restrained
Monsters
Monster Manual
. The cube can move through the spaces of Large or smaller creatures if it has room inside itself to contain them (see the Ooze Cube trait). Dexterity Saving Throw: DC 12, each creature whose space
. An engulfed target is suffocation;suffocating, can’t cast spells with a Verbal component, has the Restrained condition, and takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage
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
Monsters
Forgotten Realms: Adventures in Faerûn
);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Constrict", "rollDamageType":"Cold"} Cold damage. The target has the Grappled condition (escape DC 14), and it has the Restrained condition
until the grapple ends.Polar serpents are large, white snakes of mist and cold that lurk in snowy places of the world. They pursue warm-blooded prey through snowstorms and fog, wrapping around their victims to drain away their heat.ColdFire
Monsters
Waterdeep: Dungeon of the Mad Mage
Medium or smaller creatures inside it at a time. When the cube shrinks back to normal size, any creatures that it can no longer contain are expelled into unoccupied spaces around it.
Transparent. Even
"} acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6);{"diceNotation":"6d6","rollType":"damage","rollDamageType":"acid"} acid damage at the start of each of
Monsters
Adventure Atlas: The Mortuary
grapple ends, if the target is not an Undead, the target has the restrained condition and takes 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Entrap", "rollDamageType":"piercing
table presents some contents an animated coffin might contain when encountered.
Animated Coffin Contents
d6
Contents
1
1d4 swarm of bats
2
1d4 Skeleton;skeletons packed like
Monsters
The Book of Many Things
", "rollDamageType":"slashing"} slashing damage, and the target has the restrained condition for 1 minute. The restrained target can make a DC 20 Strength saving throw at the end of each of its turns, ending the
effect on itself on a success. Only one creature can be restrained by the whip at a time.
Mezzoloth Vortex (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Mezzoloth Vortex
Imprisonment
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
spell, you choose one of the following forms of imprisonment.
Burial. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing
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
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
Bigby Presents: Glory of the Giants
restrained condition. As an action, a creature can make a DC 19 Strength (Athletics) check, freeing itself or a creature within its reach from the rock on a success. The rock restraining each creature
.
A forgecaller is a walking furnace, clad head to toe in plate armor that seems to barely contain intense heat and billowing smoke. They conjure waves of magma and can fly by jetting magical fire from
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
jaws shut around any warm-blooded creature that strays within its reach, it prefers humanoid prey. Mantrap
Large plant, unaligned
Armor Class 12
Hit Points 45 (7d10 + 7)
Speed 5 ft.
STR
. Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium or smaller creature. Hit: The target is trapped inside the mantrap’s leafy jaws. While trapped in this way, the target is blinded and restrained
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
jaws shut around any warm-blooded creature that strays within its reach, it prefers humanoid prey. Mantrap
Large plant, unaligned
Armor Class 12
Hit Points 45 (7d10 + 7)
Speed 5 ft.
STR
. Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium or smaller creature. Hit: The target is trapped inside the mantrap’s leafy jaws. While trapped in this way, the target is blinded and restrained
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
jaws shut around any warm-blooded creature that strays within its reach, it prefers humanoid prey. Mantrap
Large plant, unaligned
Armor Class 12
Hit Points 45 (7d10 + 7)
Speed 5 ft.
STR
. Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium or smaller creature. Hit: The target is trapped inside the mantrap’s leafy jaws. While trapped in this way, the target is blinded and restrained
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
squares contain deep puddles of muddy water. Hidden within each puddle is a spring-loaded bear trap. A creature that has a passive Perception score of 13 or higher spots a trap before accidentally stepping
the creature is restrained until the trap is removed. As an action, a creature can try to pry open the trap, doing so with a successful DC 12 Strength (Athletics) check. Ambushers The characters enter
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
squares contain deep puddles of muddy water. Hidden within each puddle is a spring-loaded bear trap. A creature that has a passive Perception score of 13 or higher spots a trap before accidentally stepping
the creature is restrained until the trap is removed. As an action, a creature can try to pry open the trap, doing so with a successful DC 12 Strength (Athletics) check. Ambushers The characters enter
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
squares contain deep puddles of muddy water. Hidden within each puddle is a spring-loaded bear trap. A creature that has a passive Perception score of 13 or higher spots a trap before accidentally stepping
the creature is restrained until the trap is removed. As an action, a creature can try to pry open the trap, doing so with a successful DC 12 Strength (Athletics) check. Ambushers The characters enter
Compendium
- Sources->Dungeons & Dragons->Monster Manual
cities is the Citadel of Ice and Steel, in which wind-sculpted towers contain a city-size trove of incredible knowledge and treasures that defy belief.
Michael Broussard
Djinni Large
effect. Strength Saving Throw: DC 17 (a creature makes this save only once per turn, and the djinni is unaffected). Failure: While in the whirlwind, the target has the Restrained condition and moves with
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Volo's Guide to Monsters
earth are strong or weak, are bearing a load or are safe to excavate, or are likely to contain minerals or offer access to water. This ability enables them to fashion secure homes in places where other
them.
Environment
Kobolds are cold-blooded and thus prefer temperate and tropical climates. Kobold tribes in colder regions tend to be smaller in population and more aggressive in their hunting
Compendium
- Sources->Dungeons & Dragons->Monster Manual
cities is the Citadel of Ice and Steel, in which wind-sculpted towers contain a city-size trove of incredible knowledge and treasures that defy belief.
Michael Broussard
Djinni Large
effect. Strength Saving Throw: DC 17 (a creature makes this save only once per turn, and the djinni is unaffected). Failure: While in the whirlwind, the target has the Restrained condition and moves with
Compendium
- Sources->Dungeons & Dragons->Monster Manual
cities is the Citadel of Ice and Steel, in which wind-sculpted towers contain a city-size trove of incredible knowledge and treasures that defy belief.
Michael Broussard
Djinni Large
effect. Strength Saving Throw: DC 17 (a creature makes this save only once per turn, and the djinni is unaffected). Failure: While in the whirlwind, the target has the Restrained condition and moves with
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->Heroes of the Borderlands
provoking Opportunity Attacks. The cube can move through the spaces of Large or smaller creatures if it has room inside itself to contain them (see the Ooze Cube trait). Dexterity Saving Throw: DC 12, each
component, has the Restrained condition, and takes 10 (3d6) Acid damage at the start of each of the cube’s turns. When the cube moves, the engulfed target moves with it. An engulfed target can try to
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
provoking Opportunity Attacks. The cube can move through the spaces of Large or smaller creatures if it has room inside itself to contain them (see the Ooze Cube trait). Dexterity Saving Throw: DC 12, each
component, has the Restrained condition, and takes 10 (3d6) Acid damage at the start of each of the cube’s turns. When the cube moves, the engulfed target moves with it. An engulfed target can try to
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->Heroes of the Borderlands
provoking Opportunity Attacks. The cube can move through the spaces of Large or smaller creatures if it has room inside itself to contain them (see the Ooze Cube trait). Dexterity Saving Throw: DC 12, each
component, has the Restrained condition, and takes 10 (3d6) Acid damage at the start of each of the cube’s turns. When the cube moves, the engulfed target moves with it. An engulfed target can try to
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->Player's Handbook (2014)
target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar
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->Adventure Atlas: The Mortuary
an Undead army. Animated coffins are rarely empty. The Animated Coffin Contents table presents some contents an animated coffin might contain when encountered. Animated Coffin Contents d6 Contents
target is not an Undead, the target has the restrained condition and takes 14 (4d6) piercing damage at the start of each of its turns. The animated coffin can grapple only one creature at a time.
Dave Melvin
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar
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->Van Richten’s Guide to Ravenloft
3) seal these viscous horrors in magically warded prisons. As ages pass, though, the knowledge of what these prisons contain and where some lie have been lost. And every imprisoned necrichor
, prone, restrained
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 11
Languages any three languages, telepathy 120 ft.
Challenge 7 (2,900 XP) Proficiency Bonus +3
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
an Undead army. Animated coffins are rarely empty. The Animated Coffin Contents table presents some contents an animated coffin might contain when encountered. Animated Coffin Contents d6 Contents
target is not an Undead, the target has the restrained condition and takes 14 (4d6) piercing damage at the start of each of its turns. The animated coffin can grapple only one creature at a time.
Dave Melvin
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
Richten’s Guide to Ravenloft) seal these viscous horrors in magically warded prisons. As ages pass, though, the knowledge of what these prisons contain and where some lie have been lost. And every
, restrained
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 11
Languages any three languages, telepathy 120 ft.
Challenge 7 (2,900 XP) Proficiency Bonus +3
Legendary
Compendium
- Sources->Dungeons & Dragons->Monster Manual
without provoking Opportunity Attacks. The cube can move through the spaces of Large or smaller creatures if it has room inside itself to contain them (see the Ooze Cube trait). Dexterity Saving Throw: DC
Verbal component, has the Restrained condition, and takes 10 (3d6) Acid damage at the start of each of the cube’s turns. When the cube moves, the engulfed target moves with it. An engulfed target can






