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Returning 35 results for 'break blocking diffusing changelings restraints'.
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Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Restraints All the drow’s prisoners, including the characters, wear iron slave collars along with manacles connected to iron belts by a short length of chain. This leaves the prisoners restrained
. The iron collars can be broken with a successful DC 20 Strength check. The collars have 12 hit points. A character who fails a check to break a collar, break a set of manacles, or escape from a set of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Restraints All the drow’s prisoners, including the characters, wear iron slave collars along with manacles connected to iron belts by a short length of chain. This leaves the prisoners restrained
. The iron collars can be broken with a successful DC 20 Strength check. The collars have 12 hit points. A character who fails a check to break a collar, break a set of manacles, or escape from a set of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Restraints All the drow’s prisoners, including the characters, wear iron slave collars along with manacles connected to iron belts by a short length of chain. This leaves the prisoners restrained
. The iron collars can be broken with a successful DC 20 Strength check. The collars have 12 hit points. A character who fails a check to break a collar, break a set of manacles, or escape from a set of
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
silver wires to a third creature that appears to be a two-headed owlbear. More silver wire connects their restraints to a complex control panel standing between them.
The experiment underway in this
releases the restraints on the tables, freeing all the creatures in this area. Anyone attempting to disrupt the controls or the wires must succeed on a DC 13 Constitution saving throw or take 11 (2d10
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
silver wires to a third creature that appears to be a two-headed owlbear. More silver wire connects their restraints to a complex control panel standing between them.
The experiment underway in this
releases the restraints on the tables, freeing all the creatures in this area. Anyone attempting to disrupt the controls or the wires must succeed on a DC 13 Constitution saving throw or take 11 (2d10
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
silver wires to a third creature that appears to be a two-headed owlbear. More silver wire connects their restraints to a complex control panel standing between them.
The experiment underway in this
releases the restraints on the tables, freeing all the creatures in this area. Anyone attempting to disrupt the controls or the wires must succeed on a DC 13 Constitution saving throw or take 11 (2d10
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
the cracks, and you hear the sounds of shouting and hammering coming from somewhere beyond the wall.
The stones blocking the end of the tunnel can be easily moved to create a 3-foot-square opening
see a wooden marionette carved and painted to look like a human skeleton. It appears to be tangled in its own strings. “I seem to have gotten myself in a wee fix.”
The wooden marionette is Break-a
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
the cracks, and you hear the sounds of shouting and hammering coming from somewhere beyond the wall.
The stones blocking the end of the tunnel can be easily moved to create a 3-foot-square opening
see a wooden marionette carved and painted to look like a human skeleton. It appears to be tangled in its own strings. “I seem to have gotten myself in a wee fix.”
The wooden marionette is Break-a
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
the cracks, and you hear the sounds of shouting and hammering coming from somewhere beyond the wall.
The stones blocking the end of the tunnel can be easily moved to create a 3-foot-square opening
see a wooden marionette carved and painted to look like a human skeleton. It appears to be tangled in its own strings. “I seem to have gotten myself in a wee fix.”
The wooden marionette is Break-a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
peace. The conflicts, the anger, and the pain of the long war remain, however, and the new nations seek every advantage as they prepare for the next war to break out on the continent. Dragonmarked
races found in the Player’s Handbook, players can choose to play orc or goblinoid characters in Eberron. Or they can choose one of four new races: changelings, kalashtar, shifters, and warforged
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
peace. The conflicts, the anger, and the pain of the long war remain, however, and the new nations seek every advantage as they prepare for the next war to break out on the continent. Dragonmarked
races found in the Player’s Handbook, players can choose to play orc or goblinoid characters in Eberron. Or they can choose one of four new races: changelings, kalashtar, shifters, and warforged
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
peace. The conflicts, the anger, and the pain of the long war remain, however, and the new nations seek every advantage as they prepare for the next war to break out on the continent. Dragonmarked
races found in the Player’s Handbook, players can choose to play orc or goblinoid characters in Eberron. Or they can choose one of four new races: changelings, kalashtar, shifters, and warforged
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
-looking path, road, or trails occasionally become sharp for 100-foot intervals. Walking on these areas is like walking on caltrops. Small avalanches of rock intermittently fall, blocking a path or burying
creates one or more of the following additional regional effects within 1 mile of her lair: Small avalanches of snow intermittently fall, blocking a path or burying intruders. A buried creature is
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
-looking path, road, or trails occasionally become sharp for 100-foot intervals. Walking on these areas is like walking on caltrops. Small avalanches of rock intermittently fall, blocking a path or burying
creates one or more of the following additional regional effects within 1 mile of her lair: Small avalanches of snow intermittently fall, blocking a path or burying intruders. A buried creature is
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
-looking path, road, or trails occasionally become sharp for 100-foot intervals. Walking on these areas is like walking on caltrops. Small avalanches of rock intermittently fall, blocking a path or burying
creates one or more of the following additional regional effects within 1 mile of her lair: Small avalanches of snow intermittently fall, blocking a path or burying intruders. A buried creature is
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Tockworth’s workshop (area L9) is located here, but Tockworth herself is taking a break at the Motherlode Tavern (area L8). L7: Foundry The soot-stained foundry stands at the edge of this district
L9b, she casts dimension door and steps through the spell’s magical doorway into area L9b. As she leaves, she says, “Break time’s over, Poots!” (The characters have no way to know this, but Poots is
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
options. Races of Eberron (3.5E): This sourcebook delves deeply into changelings, kalashtar, shifters, and warforged. It provides detailed information on the psychology, society, culture, behavior
many forces that break them. It includes maps of Sharn and locations within it, along with NPCs, spells, prestige classes, magic items, and more.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Tockworth’s workshop (area L9) is located here, but Tockworth herself is taking a break at the Motherlode Tavern (area L8). L7: Foundry The soot-stained foundry stands at the edge of this district
L9b, she casts dimension door and steps through the spell’s magical doorway into area L9b. As she leaves, she says, “Break time’s over, Poots!” (The characters have no way to know this, but Poots is
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Tockworth’s workshop (area L9) is located here, but Tockworth herself is taking a break at the Motherlode Tavern (area L8). L7: Foundry The soot-stained foundry stands at the edge of this district
L9b, she casts dimension door and steps through the spell’s magical doorway into area L9b. As she leaves, she says, “Break time’s over, Poots!” (The characters have no way to know this, but Poots is
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
options. Races of Eberron (3.5E): This sourcebook delves deeply into changelings, kalashtar, shifters, and warforged. It provides detailed information on the psychology, society, culture, behavior
many forces that break them. It includes maps of Sharn and locations within it, along with NPCs, spells, prestige classes, magic items, and more.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
options. Races of Eberron (3.5E): This sourcebook delves deeply into changelings, kalashtar, shifters, and warforged. It provides detailed information on the psychology, society, culture, behavior
many forces that break them. It includes maps of Sharn and locations within it, along with NPCs, spells, prestige classes, magic items, and more.
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
visions of Sora Teraza wherever they lead. Regardless of Daask’s larger purpose, however, one immediate goal remains: to eliminate the Boromar Clan, or at least break its hold on Sharn’s criminal underworld
Dodge. Trigger: The underboss is hit by an attack roll. Response: The underboss halves the damage (round down) it takes from that attack.
Daask Enforcers Daask’s agents in Sharn include changelings
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
visions of Sora Teraza wherever they lead. Regardless of Daask’s larger purpose, however, one immediate goal remains: to eliminate the Boromar Clan, or at least break its hold on Sharn’s criminal underworld
Dodge. Trigger: The underboss is hit by an attack roll. Response: The underboss halves the damage (round down) it takes from that attack.
Daask Enforcers Daask’s agents in Sharn include changelings
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
visions of Sora Teraza wherever they lead. Regardless of Daask’s larger purpose, however, one immediate goal remains: to eliminate the Boromar Clan, or at least break its hold on Sharn’s criminal underworld
Dodge. Trigger: The underboss is hit by an attack roll. Response: The underboss halves the damage (round down) it takes from that attack.
Daask Enforcers Daask’s agents in Sharn include changelings
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
that is small or highly detailed. Manacles. These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a
compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section). Quiver. A quiver can hold up to 20 arrows. Ram, Portable. You can use a portable ram to break
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
that is small or highly detailed. Manacles. These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a
compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section). Quiver. A quiver can hold up to 20 arrows. Ram, Portable. You can use a portable ram to break
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
that is small or highly detailed. Manacles. These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a
compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section). Quiver. A quiver can hold up to 20 arrows. Ram, Portable. You can use a portable ram to break
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
trap can break it and free the captive. Examples include a bear trap, a cage that drops from a ceiling, and a device that flings a net. Slay. Some traps are designed to eliminate intruders, plain and
spots for traps, especially those that serve as alarms or restraints. The goal is to foil or delay intruders before they can reach a critical location, giving the dungeon’s denizens a chance to mount a
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
trap can break it and free the captive. Examples include a bear trap, a cage that drops from a ceiling, and a device that flings a net. Slay. Some traps are designed to eliminate intruders, plain and
spots for traps, especially those that serve as alarms or restraints. The goal is to foil or delay intruders before they can reach a critical location, giving the dungeon’s denizens a chance to mount a
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
trap can break it and free the captive. Examples include a bear trap, a cage that drops from a ceiling, and a device that flings a net. Slay. Some traps are designed to eliminate intruders, plain and
spots for traps, especially those that serve as alarms or restraints. The goal is to foil or delay intruders before they can reach a critical location, giving the dungeon’s denizens a chance to mount a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-foot-tall stone door swings into a 5-foot-diameter tunnel that leads to a similar door blocking entry to area X34. X30. Eastern Elevator The elevator shaft terminates in this room. A large stone wheel
. The creature takes this damage again at the start of each of its turns until it is released. A creature can use an action to try to break out of an iron maiden, doing so with a successful DC 20
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
blocking it out of the way. Characters attempting to hold the door become suddenly distracted, unable to remember why they were doing so. Characters who refuse to enter the inn feel oddly compelled to move
erupt and arguments break out. They go back to being quiet and happy if left alone. Anyone making it through the arguments can learn that these two came in for lunch one day and have never left (they
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, a successful DC 20 Strength (Athletics) check is needed to push the door open. Each check requires an action. Disable the Statues. A statue can be disabled by blocking the flow of gas from its mouth
and psychic damage) or making a successful DC 20 Strength check to break it cracks the statue and increases the Poison Gas damage by 5 (1d10). A successful DC 20 Dexterity check using thieves’ tools, or
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
(Athletics) check to shove the door hard enough to break the bar. Qunbraxel rightly believes a passage to Talhundereth is behind the door, so the mind flayer sent grimlocks to investigate. The door
. Although Zuluthl doesn’t need to remain here, the yochlol considers itself on an extended break from the chaotic machinations of the Demonweb Pits. It enjoys the solitude and reacts violently to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-foot-tall stone door swings into a 5-foot-diameter tunnel that leads to a similar door blocking entry to area X34. X30. Eastern Elevator The elevator shaft terminates in this room. A large stone wheel
. The creature takes this damage again at the start of each of its turns until it is released. A creature can use an action to try to break out of an iron maiden, doing so with a successful DC 20






