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Returning 35 results for 'boss been diffusing cause restraints'.
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Spells
Player’s Handbook
cause the target to have the Paralyzed or Restrained conditions. The target also has a Swim Speed equal to its Speed.
In addition, the target can spend 5 feet of movement to automatically escape from
nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.
Freedom of Movement
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
cause the target to be paralyzed or restrained.
The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.
Kraken
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Amphibious. The kraken can breathe air and water.
Freedom of Movement. The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5
feet of movement to escape from nonmagical restraints or being grappled.
Siege Monster. The kraken deals double damage to objects and structures.Multiattack. The kraken makes three tentacle attacks
Monsters
Infernal Machine Rebuild
Amphibious. The thessalkraken can breathe air and water.
Freedom of Movement. The thessalkraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be
restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.Multiattack. The thessalkraken makes one bite attack and two tentacle attacks. It can replace each tentacle
Monsters
Storm King's Thunder
Amphibious. Slarkrethel can breathe air and water.
Freedom of Movement. Slarkrethel ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5
feet of movement to escape from nonmagical restraints or being grappled.
Siege Monster. Slarkrethel deals double damage to objects and structures.
Legendary Resistance (3/Day). If Slarkrethel fails
Monsters
Ghosts of Saltmarsh
Amphibious. The kraken can breathe air and water.
Freedom of Movement. The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5
feet of movement to escape from nonmagical restraints or being grappled.Multiattack. The kraken makes two tentacle attacks, each of which it can replace with one use of Fling.
Bite. Melee Weapon
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or
restrained. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or
restrained. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or
restrained. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or
restrained. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or
restrained. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or
restrained. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the duration, the target’s movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce the target’s Speed nor cause the target to have the Paralyzed or
Restrained conditions. The target also has a Swim Speed equal to its Speed. In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the duration, the target’s movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce the target’s Speed nor cause the target to have the Paralyzed or
Restrained conditions. The target also has a Swim Speed equal to its Speed. In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the duration, the target’s movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce the target’s Speed nor cause the target to have the Paralyzed or
Restrained conditions. The target also has a Swim Speed equal to its Speed. In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the duration, the target’s movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce the target’s Speed nor cause the target to have the Paralyzed or
Restrained conditions. The target also has a Swim Speed equal to its Speed. In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the duration, the target’s movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce the target’s Speed nor cause the target to have the Paralyzed or
Restrained conditions. The target also has a Swim Speed equal to its Speed. In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the duration, the target’s movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce the target’s Speed nor cause the target to have the Paralyzed or
Restrained conditions. The target also has a Swim Speed equal to its Speed. In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
an amethyst dragon’s lair can sometimes cause items to transpose between one dragon’s hoard and the hoards of the dragon’s echoes, allowing for treasures with a surprising range of origins. Amethyst
6 A beautifully illuminated treatise on the planes of existence, bound in ebony covers with metal corner caps and a cover boss set with polished gems
7 An etched crystal that projects a star
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
an amethyst dragon’s lair can sometimes cause items to transpose between one dragon’s hoard and the hoards of the dragon’s echoes, allowing for treasures with a surprising range of origins. Amethyst
6 A beautifully illuminated treatise on the planes of existence, bound in ebony covers with metal corner caps and a cover boss set with polished gems
7 An etched crystal that projects a star
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
an amethyst dragon’s lair can sometimes cause items to transpose between one dragon’s hoard and the hoards of the dragon’s echoes, allowing for treasures with a surprising range of origins. Amethyst
6 A beautifully illuminated treatise on the planes of existence, bound in ebony covers with metal corner caps and a cover boss set with polished gems
7 An etched crystal that projects a star
Magic Items
Tasha’s Cauldron of Everything
lasts for 24 hours or until you break it.
3
The Golden Age of Dhakaan (golden goblin bicuspid)
10 goblin;goblins, 1 goblin boss
When you are hit by an attack and an ally is within 5 feet of you
, you can use your reaction to cause them to be hit instead. You can’t use this reaction again until you finish a short or long rest.
4
The Mill Road Murders (halfling canine)
3 green hag
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Story Overview Krenko is the boss of a notorious goblin mob, and he has made his fortune and built his reputation by mostly staying out of the guilds’ way. He has managed to cause no end of trouble
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Story Overview Krenko is the boss of a notorious goblin mob, and he has made his fortune and built his reputation by mostly staying out of the guilds’ way. He has managed to cause no end of trouble
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Story Overview Krenko is the boss of a notorious goblin mob, and he has made his fortune and built his reputation by mostly staying out of the guilds’ way. He has managed to cause no end of trouble
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
thessalkraken can breathe air and water.
Freedom of Movement. The thessalkraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of
movement to escape from nonmagical restraints or being grappled.
Actions
Multiattack. The thessalkraken makes one bite attack and two tentacle attacks. It can replace each tentacle attack with one use
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
thessalkraken can breathe air and water.
Freedom of Movement. The thessalkraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of
movement to escape from nonmagical restraints or being grappled.
Actions
Multiattack. The thessalkraken makes one bite attack and two tentacle attacks. It can replace each tentacle attack with one use
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
thessalkraken can breathe air and water.
Freedom of Movement. The thessalkraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of
movement to escape from nonmagical restraints or being grappled.
Actions
Multiattack. The thessalkraken makes one bite attack and two tentacle attacks. It can replace each tentacle attack with one use
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of Movement. The kraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of Movement. The kraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of Movement. The kraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Movement. The kraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Movement. The kraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Movement. The kraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
a greater cause. 3 Magical Arms Dealer. The syndicate has cornered the market on deadly magical devices. They offer their services and wares for a price and acquire staggering magical might for those
for that reason. 4 Bon Vivant. The boss of a local den of vice—whether gambling, narcotics, or other pleasures—aids you when they’re not distracted by their own debauchery. 5 Traitor. You know your






