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Returning 35 results for 'both bottom diffusing coming restrained'.
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both bottom diffusing combine restrained
both bottom diffusing caring restrained
both bottomed diffusing combine restraint
Monsters
Eberron: Rising from the Last War
":"Stomp","rollDamageType":"bludgeoning"} bludgeoning damage and fall prone. Until the colossus uses its Stomp again or moves, the creature is restrained. While restrained in this way, the creature (or
longer restrained.
Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).
Incinerating Beam
Monsters
Acquisitions Incorporated
damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the ancient deep crow can't use its mandibles on another target.
Claw. Melee Weapon Attack: +11
regions within 6 miles of the lair.
Intermittent, echoing caws can be heard coming from all directions within 6 miles of the lair.
Subterranean beasts within 1 mile of the ancient deep crow's lair serve
Monsters
The Book of Many Things
leader, a masked archmage called the Eye of Aurnozci.
Aurnozci’s followers believe the demon lord’s imprisonment is coming to an end, and soon the Caged Worm will shed its current form and
feet of itself and encases the creature in a constricting cocoon. The target must succeed on a DC 23 Strength saving throw or have the restrained condition for 1 minute. A target that starts its turn
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
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
most harmful external effects—one could float in the skies of Avernus in the Nine Hells without harm to it or its residents. A morkoth’s island might be found anywhere from the bottom of the
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
coming from the southernmost fireplace, indicating the presence of a stirge near the bottom of the 200-foot-high chimney. If anyone shines a light up there, the stirge panics, flies out, and attacks the nearest character or sidekick. It ignores the characters otherwise.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
coming from the southernmost fireplace, indicating the presence of a stirge near the bottom of the 200-foot-high chimney. If anyone shines a light up there, the stirge panics, flies out, and attacks the nearest character or sidekick. It ignores the characters otherwise.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
coming from the southernmost fireplace, indicating the presence of a stirge near the bottom of the 200-foot-high chimney. If anyone shines a light up there, the stirge panics, flies out, and attacks the nearest character or sidekick. It ignores the characters otherwise.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
portcullis. This object can be prevented from coming down by wedging it in place as if it were a pressure plate. Pressure Plate. The 10-foot-square section of floor marked on the map is the location of
(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
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
portcullis. This object can be prevented from coming down by wedging it in place as if it were a pressure plate. Pressure Plate. The 10-foot-square section of floor marked on the map is the location of
(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
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
portcullis. This object can be prevented from coming down by wedging it in place as if it were a pressure plate. Pressure Plate. The 10-foot-square section of floor marked on the map is the location of
(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
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
: “Arkus” (Colossus WX-11) lies prone at the bottom of the Glowing Chasm in the northern part of the Mournland, with one of its arms torn off. “Artorok” (Colossus WX-73) sits at the bottom of Lake Cyre
amid the scaffolding of a sunken House Cannith workshop, flooded but otherwise intact. “Hanamar” (Colossus WX-42) stands at the bottom of Kraken Bay, near the coast of Valenar, buried up to its knees in
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
: “Arkus” (Colossus WX-11) lies prone at the bottom of the Glowing Chasm in the northern part of the Mournland, with one of its arms torn off. “Artorok” (Colossus WX-73) sits at the bottom of Lake Cyre
amid the scaffolding of a sunken House Cannith workshop, flooded but otherwise intact. “Hanamar” (Colossus WX-42) stands at the bottom of Kraken Bay, near the coast of Valenar, buried up to its knees in
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
: “Arkus” (Colossus WX-11) lies prone at the bottom of the Glowing Chasm in the northern part of the Mournland, with one of its arms torn off. “Artorok” (Colossus WX-73) sits at the bottom of Lake Cyre
amid the scaffolding of a sunken House Cannith workshop, flooded but otherwise intact. “Hanamar” (Colossus WX-42) stands at the bottom of Kraken Bay, near the coast of Valenar, buried up to its knees in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
studies regarding the nature of the Far Realm. The other notes are nonsensical ravings that hint at a fractured mind slowly coming undone. The bottom drawer is sealed with an arcane lock spell cast
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
studies regarding the nature of the Far Realm. The other notes are nonsensical ravings that hint at a fractured mind slowly coming undone. The bottom drawer is sealed with an arcane lock spell cast
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
studies regarding the nature of the Far Realm. The other notes are nonsensical ravings that hint at a fractured mind slowly coming undone. The bottom drawer is sealed with an arcane lock spell cast
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
frame of the cage bottom. Such a creature takes 7 (2d6) bludgeoning damage and is pinned under the cage. While pinned, the character is prone and restrained. A character who uses an action to make a
chain and is 10 feet tall. The bottom panels appear to be a 10-foot ceiling from the hallway. The panels are thin plaster painted to resemble stone. When the characters can see the eastern end of the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
frame of the cage bottom. Such a creature takes 7 (2d6) bludgeoning damage and is pinned under the cage. While pinned, the character is prone and restrained. A character who uses an action to make a
chain and is 10 feet tall. The bottom panels appear to be a 10-foot ceiling from the hallway. The panels are thin plaster painted to resemble stone. When the characters can see the eastern end of the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
frame of the cage bottom. Such a creature takes 7 (2d6) bludgeoning damage and is pinned under the cage. While pinned, the character is prone and restrained. A character who uses an action to make a
chain and is 10 feet tall. The bottom panels appear to be a 10-foot ceiling from the hallway. The panels are thin plaster painted to resemble stone. When the characters can see the eastern end of the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, the magical trap teleports the character making the check inside the locked chest, whereupon the character is restrained. The chains holding the chest then release it into the water, where it sinks to
the bottom of the pool. Even if the chest is removed from the water, a character trapped within runs out of air after 5 rounds (see “Suffocating” in chapter 8 of the Player’s Handbook). The chest is a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.
Wand of Enemy Detection Wand, rare (requires
ends if you stop holding the wand.
Wands Top to Bottom: Binding, Enemy
Detection, Fear, Fireballs, and Polymorph
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.
Wand of Enemy Detection Wand, rare (requires
ends if you stop holding the wand.
Wands Top to Bottom: Binding, Enemy
Detection, Fear, Fireballs, and Polymorph
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.
Wand of Enemy Detection Wand, rare (requires
ends if you stop holding the wand.
Wands Top to Bottom: Binding, Enemy
Detection, Fear, Fireballs, and Polymorph
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, the magical trap teleports the character making the check inside the locked chest, whereupon the character is restrained. The chains holding the chest then release it into the water, where it sinks to
the bottom of the pool. Even if the chest is removed from the water, a character trapped within runs out of air after 5 rounds (see “Suffocating” in chapter 8 of the Player’s Handbook). The chest is a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, the magical trap teleports the character making the check inside the locked chest, whereupon the character is restrained. The chains holding the chest then release it into the water, where it sinks to
the bottom of the pool. Even if the chest is removed from the water, a character trapped within runs out of air after 5 rounds (see “Suffocating” in chapter 8 of the Player’s Handbook). The chest is a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
characters hear a whisper coming from that direction. Characters who have a passive Wisdom (Perception) score of 14 or higher hear what sounds like a man whispering, “I can’t get out.” To others, the
only feature of this damp, cold, circular room is a four-foot-diameter well in the middle of the floor. Next to this shaft sits a wooden bucket fastened to a coiled length of rope.
The bottom of the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
characters hear a whisper coming from that direction. Characters who have a passive Wisdom (Perception) score of 14 or higher hear what sounds like a man whispering, “I can’t get out.” To others, the
only feature of this damp, cold, circular room is a four-foot-diameter well in the middle of the floor. Next to this shaft sits a wooden bucket fastened to a coiled length of rope.
The bottom of the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
characters hear a whisper coming from that direction. Characters who have a passive Wisdom (Perception) score of 14 or higher hear what sounds like a man whispering, “I can’t get out.” To others, the
only feature of this damp, cold, circular room is a four-foot-diameter well in the middle of the floor. Next to this shaft sits a wooden bucket fastened to a coiled length of rope.
The bottom of the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Trench of Love Lost Locations The following locations are keyed to map 12.2. Map 12.2: trench of love lostView Player Version T1: Trench The trench is 200 feet deep. At the bottom is the wreck of
the Girscamen. Read the following description as the characters come within sight of the wreck: Midnight-colored coral covers the trench’s sheer walls. As the bottom of the trench comes into view, you
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Trench of Love Lost Locations The following locations are keyed to map 12.2. Map 12.2: trench of love lostView Player Version T1: Trench The trench is 200 feet deep. At the bottom is the wreck of
the Girscamen. Read the following description as the characters come within sight of the wreck: Midnight-colored coral covers the trench’s sheer walls. As the bottom of the trench comes into view, you
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Trench of Love Lost Locations The following locations are keyed to map 12.2. Map 12.2: trench of love lostView Player Version T1: Trench The trench is 200 feet deep. At the bottom is the wreck of
the Girscamen. Read the following description as the characters come within sight of the wreck: Midnight-colored coral covers the trench’s sheer walls. As the bottom of the trench comes into view, you
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
!” The first time a character reaches this intersection, a faint call for help is heard coming from the tunnel opening to the north, which ends at a cave-in. The cry for help is an illusion, and
carved with vines that twist through eleven actual humanoid skulls mounted to the frame. Carved into the bottom of the frame are the following words in Celestial: “The dead know the secret.” The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
!” The first time a character reaches this intersection, a faint call for help is heard coming from the tunnel opening to the north, which ends at a cave-in. The cry for help is an illusion, and
carved with vines that twist through eleven actual humanoid skulls mounted to the frame. Carved into the bottom of the frame are the following words in Celestial: “The dead know the secret.” The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
characters’ and monsters’ names written on them, or write those names on cards held in place by magnets. A visible list lets everyone see the order of play. Players know when their turns are coming
of the character whose turn it is, also mention who’s next, prompting that player to start thinking ahead. After each character or group of monsters acts, the top card is moved to the bottom of the






