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Returning 35 results for 'both based during continually restrained'.
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both based during continual restrained
Monsters
Strixhaven: A Curriculum of Chaos
feet of herself. The spirit statues obey her commands and take their turns immediately after hers. Any creature, other than a spirit statue or Velomachus, is restrained if it starts its turn within 5
feet of one or more of these spirit statues. This restrained condition lasts until the end of the creature’s turn. These spirit statues disappear after 10 minutes, when Velomachus dies, or when
Imprisonment
Legacy
This doesn't reflect the latest rules and lore.
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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
the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on
Monsters
Vecna: Eve of Ruin
creature. Hit: The target has the grappled condition (escape DC 13). While grappled, the target also has the restrained condition. A web snare grappling a creature can be attacked and destroyed (AC 10
is their favorite pursuit. They spin durable webs and are ingenious in how they employ their webs against prey.
Spyder-fiends are organized into a hierarchy based on might and cunning, with higher
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollAction":"Web"} to hit, range 30/60 ft., one Large or smaller creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 11 Strength check, bursting the webbing
supervisors. The choldriths continually jockey for position, although they rarely confront one another in a way that puts the colony at risk. The colony is ruled by a sovereign, who determines which colony
Monsters
Candlekeep Mysteries
hit","rollAction":"Tongue"} to hit, reach 5 ft., one Medium or smaller creature. Hit: The target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the grippli can&rsquo
. Grippli religion is based in animism and nature spirits; the frogfolk do not pay reverence to a single deity, but they might beseech a particular nature spirit for aid from time to time.
Monsters
Fizban's Treasury of Dragons
is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature’s weapon attacks that rely on
young topaz dragon continually attempts to steal eggs from a roc nest, despite having nearly been killed by the roc parents multiple times.
6
A clan of winged kobold;winged kobolds consider a young
Monsters
Fizban's Treasury of Dragons
horns and spines shift slightly with the dragons’ moods, bobbing in amusement or flaring with anger.
Art of War
The warlike sapphire dragons devise strategies and ambushes based on their
caverns and complex tunnel systems. As they grow older, they continually renovate their lairs, using their tunneling abilities and command over stone.
Sapphire dragons eventually create dizzying
Monsters
Fizban's Treasury of Dragons
the dragons’ moods, bobbing in amusement or flaring with anger.
Art of War
The warlike sapphire dragons devise strategies and ambushes based on their ability to maneuver underground. A
older, they continually renovate their lairs, using their tunneling abilities and command over stone.
Sapphire dragons eventually create dizzying honeycombs of hidden passages, deceptively thin walls
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
has grown tired of watching the same mistakes repeated continually. She hopes her college’s teachings will foster the skills to either predict future pitfalls by taking lessons from those that came
restrained if it starts its turn within 5 feet of one or more of these spirit statues. This restrained condition lasts until the end of the creature’s turn. These spirit statues disappear after 10 minutes, when Velomachus dies, or when she uses this action again.
Monsters
Fizban's Treasury of Dragons
", "rollDamageType":"necrotic"} necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature
realize they enjoy hunting together.
5
A tempestuous marid continually floods the carefully dried-out lair of a topaz dragon.
6
A sahuagin baron attempts to gain the support of other sahuagin
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
has grown tired of watching the same mistakes repeated continually. She hopes her college’s teachings will foster the skills to either predict future pitfalls by taking lessons from those that came
restrained if it starts its turn within 5 feet of one or more of these spirit statues. This restrained condition lasts until the end of the creature’s turn. These spirit statues disappear after 10 minutes, when Velomachus dies, or when she uses this action again.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
has grown tired of watching the same mistakes repeated continually. She hopes her college’s teachings will foster the skills to either predict future pitfalls by taking lessons from those that came
restrained if it starts its turn within 5 feet of one or more of these spirit statues. This restrained condition lasts until the end of the creature’s turn. These spirit statues disappear after 10 minutes, when Velomachus dies, or when she uses this action again.
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
must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable
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
must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable
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
must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable
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
must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable
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
must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable
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
must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
merchant princes, whose positions are based on wealth that passes from generation to generation in the same family, the identities and even the number of the beggar princes changes continually. The Old City
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
merchant princes, whose positions are based on wealth that passes from generation to generation in the same family, the identities and even the number of the beggar princes changes continually. The Old City
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
merchant princes, whose positions are based on wealth that passes from generation to generation in the same family, the identities and even the number of the beggar princes changes continually. The Old City
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, priests, and supervisors. The choldriths continually jockey for position, although they rarely confront one another in a way that puts the colony at risk. The colony is ruled by a sovereign, who
):
At will: guidance, thaumaturgy
1/day each: bane, hold person
Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one Large or smaller creature. Hit: The target is restrained
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, priests, and supervisors. The choldriths continually jockey for position, although they rarely confront one another in a way that puts the colony at risk. The colony is ruled by a sovereign, who
):
At will: guidance, thaumaturgy
1/day each: bane, hold person
Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one Large or smaller creature. Hit: The target is restrained
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, priests, and supervisors. The choldriths continually jockey for position, although they rarely confront one another in a way that puts the colony at risk. The colony is ruled by a sovereign, who
):
At will: guidance, thaumaturgy
1/day each: bane, hold person
Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one Large or smaller creature. Hit: The target is restrained
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
: The target has Disadvantage on Strength-based D20 Tests and subtracts 2 (1d4) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After
.
Weakening Breath. Strength Saving Throw: DC 17, each creature that isn’t currently affected by this breath in a 30-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 3
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
: The target has Disadvantage on Strength-based D20 Tests and subtracts 2 (1d4) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After
.
Weakening Breath. Strength Saving Throw: DC 17, each creature that isn’t currently affected by this breath in a 30-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 3
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
: The target has Disadvantage on Strength-based D20 Tests and subtracts 2 (1d4) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After
.
Weakening Breath. Strength Saving Throw: DC 17, each creature that isn’t currently affected by this breath in a 30-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 3
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
direction of travel. Limbo has no layers—or if it does, the layers continually merge and part, each is as chaotic as the next, and distinguishing one from another is impossible. Power of the Mind Limbo
within 30 feet of itself that isn’t being worn or carried. The DC is based on the object’s size: DC 10 for Tiny, DC 15 for Small, DC 20 for Medium, and DC 25 for Large or larger. On a successful check
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
direction of travel. Limbo has no layers—or if it does, the layers continually merge and part, each is as chaotic as the next, and distinguishing one from another is impossible. Power of the Mind Limbo
within 30 feet of itself that isn’t being worn or carried. The DC is based on the object’s size: DC 10 for Tiny, DC 15 for Small, DC 20 for Medium, and DC 25 for Large or larger. On a successful check
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
(escape DC 13).
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage
damage resistances, darkvision, traits, and actions. Attack and damage rolls for the vampire’s attacks are based on Strength. The save DC for Charm is 8 + the vampire’s proficiency bonus + the vampire’s
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
a lightning rail train can travel, but the pilot still must make operational decisions as the coach moves from one city to the next. The pilot controls the vessel’s speed based on conditions around
have a similar look and feel, to ensure that each one lives up to the high expectations of House Orien’s patrons. White and gold everbright lanterns continually illuminate each station. When a train
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
direction of travel. Limbo has no layers—or if it does, the layers continually merge and part, each is as chaotic as the next, and distinguishing one from another is impossible. Power of the Mind Limbo
within 30 feet of itself that isn’t being worn or carried. The DC is based on the object’s size: DC 10 for Tiny, DC 15 for Small, DC 20 for Medium, and DC 25 for Large or larger. On a successful check
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
(escape DC 13).
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage
damage resistances, darkvision, traits, and actions. Attack and damage rolls for the vampire’s attacks are based on Strength. The save DC for Charm is 8 + the vampire’s proficiency bonus + the vampire’s
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
a lightning rail train can travel, but the pilot still must make operational decisions as the coach moves from one city to the next. The pilot controls the vessel’s speed based on conditions around
have a similar look and feel, to ensure that each one lives up to the high expectations of House Orien’s patrons. White and gold everbright lanterns continually illuminate each station. When a train
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
a lightning rail train can travel, but the pilot still must make operational decisions as the coach moves from one city to the next. The pilot controls the vessel’s speed based on conditions around
have a similar look and feel, to ensure that each one lives up to the high expectations of House Orien’s patrons. White and gold everbright lanterns continually illuminate each station. When a train






