Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 25 results for 'bonus being diffusing captives returner'.
Other Suggestions:
bonus being diffusing captures returns
bonus being diffusing captives return
bonus being diffusing captures return
bonus being diffusing captives returns
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
captives back to their encampment and tie them to cacti or rock formations. When the sun sets, the newly hatched young emerge from the lair to eat the captives alive. These predators see themselves as
Languages Tlincalli
Challenge 5 (1,800 XP) Proficiency Bonus +3
Actions
Multiattack. The tlincalli makes one Longsword or Spiked Chain attack and one Sting attack.
Longsword. Melee Weapon
Compendium
- Sources->Dungeons & Dragons->Monster Manual
droning, then use their proboscises to drain victims of life. In the Abyss, most chasmes obsequiously serve more powerful demons and search for captives to press into demonic hordes. Chasme Large Fiend
(4d6 + 2) Piercing damage plus 21 (6d6) Necrotic damage. If the target is a creature, its Hit Point maximum decreases by an amount equal to the Necrotic damage taken.
Bonus Actions
Drone
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
exchange between Dalk Dranzorg and his captives after he took Mara Silvra and her knights prisoner. The haunting occurs only once during the adventure. When two or more characters enter the room for
bleed until the end of their next turn. Channel Divinity. If a character uses the Channel Divinity class feature, treat this manifestation as a haunted trap with a +4 Haunt Bonus. If the character’s
Compendium
- Sources->Dungeons & Dragons->Monster Manual
sometimes work with bandits to abduct travelers, releasing captives only if they accept a dangerous bargain. Roll on or choose a result from the Lamia Pacts table to inspire a lamia’s desires. Lamia
), Minor Illusion
1/Day Each: Geas, Major Image, Scrying
Bonus Actions
Leap. The lamia jumps up to 30 feet by spending 10 feet of movement.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Detention Drones Kai Carpenter Detention Drone As the Donjon Sphere drifts about the Astral Sea, its systems send mechanical scouts called detention drones to nearby worlds to acquire new captives
or exit the orb. As a bonus action, the drone can move the orb and its contents up to 30 feet in any direction. A successful casting of the Dispel Magic spell on the orb (DC 15) destroys it. The orb
Compendium
- Sources->Dungeons & Dragons->Monster Manual
sprites. They rarely devour other sapient creatures swiftly, preferring to cocoon their captives and terrorize them for days. Ettercaps avoid fire, which can quickly burn through their webs and the dead
, and Psychic damage).
Bonus Actions
Reel. The ettercap pulls one creature within 30 feet of itself that is Restrained by its Web Strand up to 25 feet straight toward itself.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
broodguards as “histachii,” which means “egg-watchers.” Most broodguards are made from human captives forced to consume a magical brew that renders them helpless and unable to fight off the
Challenge 2 (450 XP) Proficiency Bonus +2
Reckless. At the start of its turn, the broodguard can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation. Trickery Domain Spells Cleric Level
within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
to greater divinity. They demand obeisance from weaker creatures and use every resource at their disposal to war against neighbors, seeking the captives, sacrifices, glory, and riches the anathemas
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 21
Languages Abyssal, Common, Draconic
Challenge 12 (8,400 XP) Proficiency Bonus +4
Magic Resistance. The anathema has advantage on
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
a bonus action up to 30 feet to an unoccupied space it can see. In addition, every creature that starts its turn within 5 feet of the cultist must make a DC 15 Dexterity saving throw, taking 16 (3d10
) radiant damage on a failed save, or half as much damage on a successful one. Cult of Tharizdun the Chained God Tharizdun’s Spark (Recharge 6). As a bonus action, the cultist touches a simple or
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
his AC), and he fights with a giant-sized +1 battleaxe that gives him a +10 bonus to hit. He has a reach of 15 feet with the weapon, which deals 20 (3d8 + 7) slashing damage on a hit. Treasure
The three chambers south of the bugbear complex are occupied by orc captives that are considered docile by their captors. As such, these rooms are not heavily guarded. Each door is barred on the outside
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
) Proficiency Bonus +3
Podling Link. The plant can see through and communicate telepathically with any of its podlings within 10 miles of it.
Rejuvenation. When the plant dies, it returns to life in
feet of movement, exiting prone. The plant has one pod, which can envelop one creature at a time.
Podlings Bodytaker plants either capture unsuspecting victims with their vines or accept captives
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the region’s typical climate. If Zargon dies, these effects fade over the course of 1d10 days. Zargon the Returner Huge Aberration, Lawful Evil
Armor Class 18 (natural armor)
Hit Points 253 (22d12
., passive Perception 20
Languages all, telepathy 120 ft.
Challenge 17 (18,000 XP) Proficiency Bonus +6
Legendary Resistance (4/Day). If Zargon fails a saving throw, it can choose to succeed
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
Languages Common, Deep Speech, telepathy 120 ft.
Challenge 15 (13,000 XP) Proficiency Bonus +5
Far Realm Parasite. Inside the lich’s torso dwells a wormlike parasite that contains the lich’s soul
Old Ones table to determine which entity gave an eldritch lich its parasite. Great Old Ones d6 Form 1 Cthulhu 2 Tharizdun, the Chained God 3 Dendar, the Night Serpent 4 Ghaunadaur 5 Zargon, the Returner 6 That Which Lurks
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
(–2)
Senses darkvision 60 ft., passive Perception 10
Languages —
Challenge 1/8 (25 XP) Proficiency Bonus +2
Displacement. The displacer beast projects a magical illusion that makes it appear
, Sylvan
Challenge 1/4 (50 XP) Proficiency Bonus +2
False Appearance. If Squirt is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
foe. It fights until destroyed. If the characters are escorting rescued townspeople, the refraction targets the former captives with its Dissonant Claw attack or mind blast in the hope of driving the
ft., passive Perception 15
Languages Common, Deep Speech, Undercommon, telepathy 100 miles
Challenge 15 (13,000 XP) Proficiency Bonus +5
Creature Sense. The refraction is aware of creatures
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, illusion, and stealth. Clerics who wield this magic are a disruptive force in the world, puncturing pride, mocking tyrants, freeing captives, and flouting hollow traditions. They prefer subterfuge and
Door 9 Dominate Person, Modify Memory
Level 3: Invoke Duplicity As a Bonus Action, you can expend one use of your Channel Divinity to create a perfect visual illusion of yourself in an unoccupied
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
healing. The number of dice in the pool equals 1 plus your Warlock level.
As a Bonus Action, you can heal yourself or one creature you can see within 60 feet of yourself, expending dice from the pool
, the Returner; Hadar, the Dark Hunger; or Great Cthulhu. Or you might invoke several entities without yoking yourself to one. The motives of these beings are incomprehensible, and the Great Old One
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
: tentacled monstrosities brimming with malice and greed. Morkoths are driven by greed and selfishness mixed with a yearning for conflict. They hoard vast stores of treasure, knowledge, and captives on
, History +9, Perception +10, Stealth +6
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 20
Languages telepathy 120 ft.
Challenge 11 (7,200 XP) Proficiency Bonus +4
Amphibious
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
.
Three Redbrand ruffians (see appendix A) stand guard here, though they spend most of their time taunting the hapless prisoners (see “Captives” below). If they hear fighting in area R4, they take
positions against the wall near the door, then try to surprise intruders. The captives are too intimidated to shout warnings or call for help. Cell Doors. The cell doors feature simple locks requiring
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Brimskarda. The goblins are familiar with the layout of the fire giant stronghold and can be bullied into acting as guides or providing directions. Goblin captives always act in their own self-interest
hides a 2-foot-long golden pin (see “Treasure”) in her hair, and she can use an action to make a melee weapon attack with it. The attack has a +6 bonus to hit, has a reach of 5 feet, targets one
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
, and utensils are scattered about in all the nooks that lead away from the firepit. Amid heaps of foodstuffs to the north are four human captives (commoners) in a cage, being saved for a feast. They
shield is taken down from the wall, that act releases a spear trap that fires straight ahead to a range of 60 feet. The spear has a +10 bonus to hit and deals 10 (3d6) piercing damage on a hit. The trap
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
at hand—a weapon that can be employed only by a creature at least as strong and massive as he is. He has a +13 bonus to hit with the weapon, and it deals 28 (3d12 + 9) slashing damage on a hit. His
volunteer that information). If the disguised wererats are conversed with, they claim to be captives forced to labor for the giants as scullions. If they are attacked, the wererats assume the form of giant
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
serves as the meenlocks’ den, where they torment captives. Dark Dwellers. A meenlock shuns bright light. It can supernaturally sense areas of darkness and shadow in its vicinity and thus is able to
(450 XP) Proficiency Bonus +2
Fear Aura. Any beast or humanoid that starts its turn within 10 feet of the meenlock must succeed on a DC 11 Wisdom saving throw or be frightened until the start of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
enemies. Investigating. The symbols on the walls are crudely formed in Draconic and read, “Here There Be Dragons.” The metallic cage is all but destroyed and can’t be used to restrain captives. A
them over a month ago, and they were captives with me in here for a while. They said their names were Talgen, Sharwyn, and Sir Braford. The goblins kept them in here only about a week before they






