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Returning 35 results for 'boon both diffusing confined 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
.
“Right now, you are a feeble stick, but I will help you grow some rings.”
—Borogrove, Tuinvale treefolk
Bludgeoning, PiercingFireOaken Boon. The treefolk blesses one creature other
Monsters
Eberron: Rising from the Last War
divided among a group of Khyber shards spread through the underworld and is confined to those shards by the light of the Silver Flame. While shattered and bound, the Rage of War can't bring his full power
to bear on the world. But he can influence events in the vicinity of any of his shards, drawing power from acts of violence.
The Last War was a boon that allowed Rak Tulkhesh to darken the hearts of
Imprisonment
Legacy
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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
a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.
The special component for this version of the spell is a miniature representation of the prison made from jade
Monsters
The Wild Beyond the Witchlight
Amphibious. Bavlorna can breathe air and water.
Boon of Immortality. Bavlorna is immune to any effect that would age her, and she can’t die from old age.
Widdershins Allergy. If a creature
","rollAction":"Bite","rollDamageType":"piercing"} piercing damage, and the target is grappled (escape DC 16) if it is a Medium or smaller creature. Until the grapple ends, the target is restrained, and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
(Athletics) check, someone not using the lever can get a grip on the bottom of the door, eliminating the disadvantage. After 5 rounds, characters confined by the trap hear the sound of stone slowly
becomes difficult terrain after 1 minute. After 3 minutes of accumulation, a creature that moves through the sand must make a DC 10 Strength or Dexterity saving throw, becoming restrained on a failed
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
(Athletics) check, someone not using the lever can get a grip on the bottom of the door, eliminating the disadvantage. After 5 rounds, characters confined by the trap hear the sound of stone slowly
becomes difficult terrain after 1 minute. After 3 minutes of accumulation, a creature that moves through the sand must make a DC 10 Strength or Dexterity saving throw, becoming restrained on a failed
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
(Athletics) check, someone not using the lever can get a grip on the bottom of the door, eliminating the disadvantage. After 5 rounds, characters confined by the trap hear the sound of stone slowly
becomes difficult terrain after 1 minute. After 3 minutes of accumulation, a creature that moves through the sand must make a DC 10 Strength or Dexterity saving throw, becoming restrained on a failed
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
end of the hall leads outside and can be pulled open to reveal the gardens (area S9). The sixty mongrelfolk confined here are fed at irregular intervals by Clovin Belview. Dinner is foretold by the
ringing of the abbey bell (area S17). These mongrelfolk aren’t restrained, but they refuse to leave their rooms for fear of being killed by the golem or cast out of the abbey and forced to fend for
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
end of the hall leads outside and can be pulled open to reveal the gardens (area S9). The sixty mongrelfolk confined here are fed at irregular intervals by Clovin Belview. Dinner is foretold by the
ringing of the abbey bell (area S17). These mongrelfolk aren’t restrained, but they refuse to leave their rooms for fear of being killed by the golem or cast out of the abbey and forced to fend for
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
end of the hall leads outside and can be pulled open to reveal the gardens (area S9). The sixty mongrelfolk confined here are fed at irregular intervals by Clovin Belview. Dinner is foretold by the
ringing of the abbey bell (area S17). These mongrelfolk aren’t restrained, but they refuse to leave their rooms for fear of being killed by the golem or cast out of the abbey and forced to fend for
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
/day each: enlarge/reduce, speak with plants
1/day: commune with nature (as an action)
Bonus Actions
Oaken Boon. The treefolk blesses one creature other than itself that it can see within 60 feet
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
/day each: enlarge/reduce, speak with plants
1/day: commune with nature (as an action)
Bonus Actions
Oaken Boon. The treefolk blesses one creature other than itself that it can see within 60 feet
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
/day each: enlarge/reduce, speak with plants
1/day: commune with nature (as an action)
Bonus Actions
Oaken Boon. The treefolk blesses one creature other than itself that it can see within 60 feet
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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
transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
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
transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
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
transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
breathe air and water.
Boon of Immortality. Bavlorna is immune to any effect that would age her, and she can’t die from old age.
Widdershins Allergy. If a creature within 10 feet of Bavlorna uses at
restrained, and Bavlorna can’t use her Bite attack on another target.
Withering Ray. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.
Create Lornlings
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
breathe air and water.
Boon of Immortality. Bavlorna is immune to any effect that would age her, and she can’t die from old age.
Widdershins Allergy. If a creature within 10 feet of Bavlorna uses at
restrained, and Bavlorna can’t use her Bite attack on another target.
Withering Ray. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.
Create Lornlings
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
breathe air and water.
Boon of Immortality. Bavlorna is immune to any effect that would age her, and she can’t die from old age.
Widdershins Allergy. If a creature within 10 feet of Bavlorna uses at
restrained, and Bavlorna can’t use her Bite attack on another target.
Withering Ray. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.
Create Lornlings
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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
transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
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
transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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
transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
10-foot-wide freestanding sections of bookshelf over onto the characters. Any creatures in the affected area must succeed on a DC 15 Dexterity saving throw or be knocked prone and restrained by the
fallen shelf. A restrained creature can use an action to make a DC 13 Strength (Athletics) check. On a success, it frees itself. Restrained creatures are also freed if the shelf is lifted with a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
10-foot-wide freestanding sections of bookshelf over onto the characters. Any creatures in the affected area must succeed on a DC 15 Dexterity saving throw or be knocked prone and restrained by the
fallen shelf. A restrained creature can use an action to make a DC 13 Strength (Athletics) check. On a success, it frees itself. Restrained creatures are also freed if the shelf is lifted with a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
10-foot-wide freestanding sections of bookshelf over onto the characters. Any creatures in the affected area must succeed on a DC 15 Dexterity saving throw or be knocked prone and restrained by the
fallen shelf. A restrained creature can use an action to make a DC 13 Strength (Athletics) check. On a success, it frees itself. Restrained creatures are also freed if the shelf is lifted with a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
net falls from the ceiling, covering the area in front of the gate in area 1. Each creature standing under the net as it falls must make a successful DC 16 Dexterity saving throw or be restrained. A
creature must make a successful DC 14 Strength check to free itself or another creature from the net. If the net takes 30 slashing damage, it is destroyed and all creatures restrained by it are freed
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
net falls from the ceiling, covering the area in front of the gate in area 1. Each creature standing under the net as it falls must make a successful DC 16 Dexterity saving throw or be restrained. A
creature must make a successful DC 14 Strength check to free itself or another creature from the net. If the net takes 30 slashing damage, it is destroyed and all creatures restrained by it are freed
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
net falls from the ceiling, covering the area in front of the gate in area 1. Each creature standing under the net as it falls must make a successful DC 16 Dexterity saving throw or be restrained. A
creature must make a successful DC 14 Strength check to free itself or another creature from the net. If the net takes 30 slashing damage, it is destroyed and all creatures restrained by it are freed
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. While confined to her antimagic cell, she is cautious since she can’t rely on her magic tattoos to defend herself. Outside her cell, she grows overly confident and even banters if she’s able to do so
.
River Tattoo. Prisoner 13 magically ends any effects causing the grappled or restrained conditions on herself. If she is bound with nonmagical restraints, she slips out of them.
Reactions
Readiness
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
. While confined to her antimagic cell, she is cautious since she can’t rely on her magic tattoos to defend herself. Outside her cell, she grows overly confident and even banters if she’s able to do so
.
River Tattoo. Prisoner 13 magically ends any effects causing the grappled or restrained conditions on herself. If she is bound with nonmagical restraints, she slips out of them.
Reactions
Readiness
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
. While confined to her antimagic cell, she is cautious since she can’t rely on her magic tattoos to defend herself. Outside her cell, she grows overly confident and even banters if she’s able to do so
.
River Tattoo. Prisoner 13 magically ends any effects causing the grappled or restrained conditions on herself. If she is bound with nonmagical restraints, she slips out of them.
Reactions
Readiness
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
. While confined to her antimagic cell, she is cautious since she can’t rely on her magic tattoos to defend herself. Outside her cell, she grows overly confident and even banters if she’s able to do so
.
River Tattoo. Prisoner 13 magically ends any effects causing the grappled or restrained conditions on herself. If she is bound with nonmagical restraints, she slips out of them.
Reactions
Readiness
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. While confined to her antimagic cell, she is cautious since she can’t rely on her magic tattoos to defend herself. Outside her cell, she grows overly confident and even banters if she’s able to do so
.
River Tattoo. Prisoner 13 magically ends any effects causing the grappled or restrained conditions on herself. If she is bound with nonmagical restraints, she slips out of them.
Reactions
Readiness
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. While confined to her antimagic cell, she is cautious since she can’t rely on her magic tattoos to defend herself. Outside her cell, she grows overly confident and even banters if she’s able to do so
.
River Tattoo. Prisoner 13 magically ends any effects causing the grappled or restrained conditions on herself. If she is bound with nonmagical restraints, she slips out of them.
Reactions
Readiness
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
confined space.
A sea lion (see appendix C) was captured by the sahuagin along with its triton master (see cell 50d) and is now being caged until a suitable opponent can be found to pit against it in
floor.
The characters experience some difficulty in opening this door, even with the bar removed. This is because the giant eel (Borgas’s companion) died in the confined space, and its body partially






