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Returning 35 results for 'boggarts borders diffusing collected restrained'.
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boggarts border diffusing connected restrained
boggarts borders diffusing collect restrained
boggarts borders diffusing connected restrained
boggarts border diffusing collects restrained
boggarts border diffusing collect restrained
Monsters
Mythic Odysseys of Theros
"} fire damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also restrained by the hardening rock. A creature can make a DC 12 Strength (Athletics) check
of the dead. Such isn’t the case for mortals, though, and they eagerly set upon those who tread too close to the Underworld’s borders.
Feared by the living and the dead, cerberi patrol
Monsters
Mythic Odysseys of Theros
damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also restrained by the hardening rock. A creature can make a DC 15 Strength (Athletics) check as an
living and the dead, cerberi patrol both banks of the Tartyx River. These multiheaded hounds of the Underworld breathe gouts of molten rock that sear and imprison those who trespass upon the borders of
Adult Copper Dragon
Legacy
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Monsters
Basic Rules (2014)
valuable ores, art objects, and other oddities it has collected over its lifetime. Worthless items are put on display in open caves to tantalize treasure seekers and distract them from where the real
. Each creature on the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become restrained. A creature can take an action to attempt a DC
Ancient Copper Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
secret antechambers where the dragon stores valuable ores, art objects, and other oddities it has collected over its lifetime. Worthless items are put on display in open caves to tantalize treasure
restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs
Monsters
Mordenkainen Presents: Monsters of the Multiverse
target is restrained and takes 15 (3d8 + 2);{"diceNotation":"3d8+2","rollType":"damage","rollAction":"Tentacles","rollDamageType":"bludgeoning"} bludgeoning damage at the start of each of its turns
morkoth has collected, some of which date from forgotten times. An island might have natural-looking illumination, but most are shrouded in twilight, and on any of them, mists and shadows can appear
Morkoth
Legacy
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Monsters
Volo's Guide to Monsters
14) if it is a Large or smaller creature. Until this grapple ends, the target is restrained and takes 15 (3d8 + 2);{"diceNotation":"3d8+2","rollType":"damage","rollAction":"Tentacles","rollDamageType
core of the warren, where the pearly matter of the island is also located. Sections of the lair and its center might be kept dry to better protect and preserve collected objects and creatures, but most
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
Lorwyn-Shadowmoor. This realm consists of opposing lands that twist together, their borders constantly in flux. The land of Lorwyn teems with colorful creeks, bright meadows, verdant forests, and
fairies, learn alchemy from goblin-like boggarts, or explore enlightenment with genasi-like flamekin. The risks to adventurers are real, but any foray into this realm could lead to the discovery of spectacular treasure not found elsewhere. The options for adventure here are limitless.
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
Lorwyn-Shadowmoor. This realm consists of opposing lands that twist together, their borders constantly in flux. The land of Lorwyn teems with colorful creeks, bright meadows, verdant forests, and
fairies, learn alchemy from goblin-like boggarts, or explore enlightenment with genasi-like flamekin. The risks to adventurers are real, but any foray into this realm could lead to the discovery of spectacular treasure not found elsewhere. The options for adventure here are limitless.
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
Lorwyn-Shadowmoor. This realm consists of opposing lands that twist together, their borders constantly in flux. The land of Lorwyn teems with colorful creeks, bright meadows, verdant forests, and
fairies, learn alchemy from goblin-like boggarts, or explore enlightenment with genasi-like flamekin. The risks to adventurers are real, but any foray into this realm could lead to the discovery of spectacular treasure not found elsewhere. The options for adventure here are limitless.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
trespass upon the borders of life and death. Most cerberi have a boundless hunger for fresh meat, especially the flesh of humanoids. Villains have been known to exploit that hunger by luring cerberi away
to the Underworld’s borders. Two-Headed Cerberus
Medium monstrosity, lawful evil
Armor Class 12
Hit Points 39 (6d8 + 12)
Speed 40 ft.
STR
15 (+2)
DEX
14 (+2)
CON
14 (+2
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
trespass upon the borders of life and death. Most cerberi have a boundless hunger for fresh meat, especially the flesh of humanoids. Villains have been known to exploit that hunger by luring cerberi away
to the Underworld’s borders. Two-Headed Cerberus
Medium monstrosity, lawful evil
Armor Class 12
Hit Points 39 (6d8 + 12)
Speed 40 ft.
STR
15 (+2)
DEX
14 (+2)
CON
14 (+2
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
trespass upon the borders of life and death. Most cerberi have a boundless hunger for fresh meat, especially the flesh of humanoids. Villains have been known to exploit that hunger by luring cerberi away
to the Underworld’s borders. Two-Headed Cerberus
Medium monstrosity, lawful evil
Armor Class 12
Hit Points 39 (6d8 + 12)
Speed 40 ft.
STR
15 (+2)
DEX
14 (+2)
CON
14 (+2
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
important letter, swiping coins collected for the poor, planting a stolen item in someone’s bag. Quicklings enjoy causing suffering that transcends mere mischief, especially when the blame for their
Languages Common, Sylvan
Challenge 1 (100 XP)
Blurred Movement. Attack rolls against the quickling have disadvantage unless the quickling is incapacitated or restrained.
Evasion. If the quickling is
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
mountainside. Older silver dragons sometimes decorate their cliff-side habitats with ruins carefully collected from other places in the world. Depending on the dragon, a lair can be a multi-tiered affair, with
it can see within 120 feet of it must succeed on a DC 15 Constitution saving throw or be restrained until initiative count 20 on the next round. Creatures that have resistance to cold damage have
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
important letter, swiping coins collected for the poor, planting a stolen item in someone’s bag. Quicklings enjoy causing suffering that transcends mere mischief, especially when the blame for their
Languages Common, Sylvan
Challenge 1 (100 XP)
Blurred Movement. Attack rolls against the quickling have disadvantage unless the quickling is incapacitated or restrained.
Evasion. If the quickling is
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
mountainside. Older silver dragons sometimes decorate their cliff-side habitats with ruins carefully collected from other places in the world. Depending on the dragon, a lair can be a multi-tiered affair, with
it can see within 120 feet of it must succeed on a DC 15 Constitution saving throw or be restrained until initiative count 20 on the next round. Creatures that have resistance to cold damage have
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
mountainside. Older silver dragons sometimes decorate their cliff-side habitats with ruins carefully collected from other places in the world. Depending on the dragon, a lair can be a multi-tiered affair, with
it can see within 120 feet of it must succeed on a DC 15 Constitution saving throw or be restrained until initiative count 20 on the next round. Creatures that have resistance to cold damage have
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
important letter, swiping coins collected for the poor, planting a stolen item in someone’s bag. Quicklings enjoy causing suffering that transcends mere mischief, especially when the blame for their
Languages Common, Sylvan
Challenge 1 (100 XP)
Blurred Movement. Attack rolls against the quickling have disadvantage unless the quickling is incapacitated or restrained.
Evasion. If the quickling is
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
person and object in its collection. A morkoth’s island has the qualities of a dreamscape. It holds a jumble of objects and creatures the morkoth has collected, some of which date from forgotten times
target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends, the target is restrained and takes 15 (3d8 + 2) bludgeoning damage at the start of each of its turns, and
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
person and object in its collection. A morkoth’s island has the qualities of a dreamscape. It holds a jumble of objects and creatures the morkoth has collected, some of which date from forgotten times
target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends, the target is restrained and takes 15 (3d8 + 2) bludgeoning damage at the start of each of its turns, and
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
person and object in its collection. A morkoth’s island has the qualities of a dreamscape. It holds a jumble of objects and creatures the morkoth has collected, some of which date from forgotten times
target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends, the target is restrained and takes 15 (3d8 + 2) bludgeoning damage at the start of each of its turns, and
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
is a plane of endless fire populated by Celestials and Fiends, who both embody the raw power and versatility of flame. The borders between the Material Plane and Fernia are thin in a manifest zone; the
). While Grappled in this way, you also have the Restrained condition. 6 The dragon knocks the ship into a bank ofthick cloud and ash. Until the end of your next turn, the ship is Heavily Obscured. 7-12 There is no complication.
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
is a plane of endless fire populated by Celestials and Fiends, who both embody the raw power and versatility of flame. The borders between the Material Plane and Fernia are thin in a manifest zone; the
). While Grappled in this way, you also have the Restrained condition. 6 The dragon knocks the ship into a bank ofthick cloud and ash. Until the end of your next turn, the ship is Heavily Obscured. 7-12 There is no complication.
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
is a plane of endless fire populated by Celestials and Fiends, who both embody the raw power and versatility of flame. The borders between the Material Plane and Fernia are thin in a manifest zone; the
). While Grappled in this way, you also have the Restrained condition. 6 The dragon knocks the ship into a bank ofthick cloud and ash. Until the end of your next turn, the ship is Heavily Obscured. 7-12 There is no complication.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends, the target is restrained and takes 15 (3d8 + 2) bludgeoning damage at the start of each
pearly matter of the island is also located. Sections of the lair and its center might be kept dry to better protect and preserve collected objects and creatures, but most of the lair is underwater. A
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
back in the ship’s hold, wrapped in magical chains that trap him in stasis. The 28-foot-tall giant appears frozen in time, his eyes open and staring blindly into the sky. He is effectively restrained
or magic weapons. If all four chains are broken, Hekaton’s stasis ends and he is no longer restrained or unconscious. If Hekaton is awakened during a battle, roll initiative for the storm giant king
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
back in the ship’s hold, wrapped in magical chains that trap him in stasis. The 28-foot-tall giant appears frozen in time, his eyes open and staring blindly into the sky. He is effectively restrained
or magic weapons. If all four chains are broken, Hekaton’s stasis ends and he is no longer restrained or unconscious. If Hekaton is awakened during a battle, roll initiative for the storm giant king
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends, the target is restrained and takes 15 (3d8 + 2) bludgeoning damage at the start of each
pearly matter of the island is also located. Sections of the lair and its center might be kept dry to better protect and preserve collected objects and creatures, but most of the lair is underwater. A
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends, the target is restrained and takes 15 (3d8 + 2) bludgeoning damage at the start of each
pearly matter of the island is also located. Sections of the lair and its center might be kept dry to better protect and preserve collected objects and creatures, but most of the lair is underwater. A
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
back in the ship’s hold, wrapped in magical chains that trap him in stasis. The 28-foot-tall giant appears frozen in time, his eyes open and staring blindly into the sky. He is effectively restrained
or magic weapons. If all four chains are broken, Hekaton’s stasis ends and he is no longer restrained or unconscious. If Hekaton is awakened during a battle, roll initiative for the storm giant king
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
succeed on a DC 20 Strength saving throw or be swept up into a whirlwind, suspended 20 feet in the air. The orb vanishes as the whirlwind forms. Those suspended in the whirlwind are restrained and
battered by windblown debris. At the start of each of its turns, a creature restrained by the whirlwind takes 1d10 bludgeoning damage. A creature in the whirlwind can use its action to attempt a DC 20
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
succeed on a DC 20 Strength saving throw or be swept up into a whirlwind, suspended 20 feet in the air. The orb vanishes as the whirlwind forms. Those suspended in the whirlwind are restrained and
battered by windblown debris. At the start of each of its turns, a creature restrained by the whirlwind takes 1d10 bludgeoning damage. A creature in the whirlwind can use its action to attempt a DC 20
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
succeed on a DC 20 Strength saving throw or be swept up into a whirlwind, suspended 20 feet in the air. The orb vanishes as the whirlwind forms. Those suspended in the whirlwind are restrained and
battered by windblown debris. At the start of each of its turns, a creature restrained by the whirlwind takes 1d10 bludgeoning damage. A creature in the whirlwind can use its action to attempt a DC 20
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
hours without tiring. Others might bristle at her temerity, but she usually gets what she wants. B6. Town Hall Bryn Shander’s town hall is the largest building that borders the central square. It is
local adventurers sell pelts and tusks collected on their travels. The owner, Rendaril (CG male half-elf commoner), is a shrewd merchant who learned his trade in the cutthroat markets of Waterdeep
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
hours without tiring. Others might bristle at her temerity, but she usually gets what she wants. B6. Town Hall Bryn Shander’s town hall is the largest building that borders the central square. It is
local adventurers sell pelts and tusks collected on their travels. The owner, Rendaril (CG male half-elf commoner), is a shrewd merchant who learned his trade in the cutthroat markets of Waterdeep






