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Returning 35 results for 'bridge bestial diffusing could restrained'.
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bring bestial diffusing could restrained
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Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Arrow", "rollDamageType":"piercing"} piercing damage, and the target must succeed on a DC 11 Dexterity saving throw or have the restrained condition until the start of the werefox’s next turn.By
their bodies would forever transform to match their hearts’ selfish and bestial natures.
“My people are both bloom and thorn. Our ferocious impulses are as much a part of us as our
Orcus
Legacy
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Monsters
Out of the Abyss
, emulating their dread master.
Orcus is a bestial creature of corruption with a diseased, decaying look. He has the lower torso of a goat, and a humanoid upper body with a corpulent belly swollen with rot
square that he can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a DC 23 Strength saving throw or be restrained until the arms
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the dead, emulating their dread master.
Orcus is a bestial creature of corruption with a diseased, decaying look. He has the lower body of a goat and a humanlike upper body with a belly swollen with
that he can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a DC 23 Strength saving throw or be restrained until the arms disappear
Monsters
Fizban's Treasury of Dragons
a bridge on a major trade road, terrifying travelers.
3
After an unwise attack from a whaling ship, a dragon turtle pursued the ship back to harbor and now attacks any ship that tries to leave
must succeed on a DC 15 Strength saving throw or be restrained until the end of its next turn.
Steam Eruption. Steam erupts in a 15-foot cone from a point on the ground the dragon turtle can see within
Magic Items
The Book of Many Things
02
Balance*
03
Beast
04
Book
05
Bridge
06
Campfire
07
Cavern
08
Celestial
09
Comet*
10
Construct
11
Corpse
12
Crossroads
13
languages of your choice.
Bridge. You gain the ability to cast the Time Stop spell 1d3 times. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice).
Campfire. You
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
bridge woven of rothé wool allows patrons to cross the water to visit. Meeting Werz If the characters rescued Werz Saltbaron from the assassins (see “Darklake Docks”), he meets them at the Shattered
stops as soon as any of the brawlers is restrained or knocked unconscious. Neither of the duergar remember why they started fighting.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
bridge woven of rothé wool allows patrons to cross the water to visit. Meeting Werz If the characters rescued Werz Saltbaron from the assassins (see “Darklake Docks”), he meets them at the Shattered
stops as soon as any of the brawlers is restrained or knocked unconscious. Neither of the duergar remember why they started fighting.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
bridge woven of rothé wool allows patrons to cross the water to visit. Meeting Werz If the characters rescued Werz Saltbaron from the assassins (see “Darklake Docks”), he meets them at the Shattered
stops as soon as any of the brawlers is restrained or knocked unconscious. Neither of the duergar remember why they started fighting.
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
bodies would forever transform to match their hearts’ selfish and bestial natures. Redtooth Werefox Medium Monstrosity (Elf), Any Alignment
Armor Class 13
Hit Points 60 (11d8 + 11)
Speed 30 ft. in
Attack: +5 to hit, range 150/600 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and the target must succeed on a DC 11 Dexterity saving throw or have the restrained condition until the start of the
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
bodies would forever transform to match their hearts’ selfish and bestial natures. Redtooth Werefox Medium Monstrosity (Elf), Any Alignment
Armor Class 13
Hit Points 60 (11d8 + 11)
Speed 30 ft. in
Attack: +5 to hit, range 150/600 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and the target must succeed on a DC 11 Dexterity saving throw or have the restrained condition until the start of the
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
bodies would forever transform to match their hearts’ selfish and bestial natures. Redtooth Werefox Medium Monstrosity (Elf), Any Alignment
Armor Class 13
Hit Points 60 (11d8 + 11)
Speed 30 ft. in
Attack: +5 to hit, range 150/600 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and the target must succeed on a DC 11 Dexterity saving throw or have the restrained condition until the start of the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
and the entrance to the priestess’s tower. The swaying bridges are difficult terrain for non-drow.
Falling. A creature pushed off the stairs, a bridge, or the edge of a platform must attempt a DC 10
to the webs.
Webs. The dense webs of giant spiders kept by the drow conceal the outpost from below. A creature falling into the webs becomes restrained. As an action, a restrained creature can
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
and the entrance to the priestess’s tower. The swaying bridges are difficult terrain for non-drow.
Falling. A creature pushed off the stairs, a bridge, or the edge of a platform must attempt a DC 10
to the webs.
Webs. The dense webs of giant spiders kept by the drow conceal the outpost from below. A creature falling into the webs becomes restrained. As an action, a restrained creature can
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
and the entrance to the priestess’s tower. The swaying bridges are difficult terrain for non-drow.
Falling. A creature pushed off the stairs, a bridge, or the edge of a platform must attempt a DC 10
to the webs.
Webs. The dense webs of giant spiders kept by the drow conceal the outpost from below. A creature falling into the webs becomes restrained. As an action, a restrained creature can
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
the dragon (usually in Humanoid guise) to meet with visitors. Cloud Bridge. From the antechamber, visitors travel upward along a path of clouds. The impressive route is not as dangerous as its lack of
railings and the literal airiness of each footstep might suggest. Open Court. Past the cloud bridge is an enormous expanse of smooth stone ringed with broken pillars, where the silver dragon hosts
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
the dragon (usually in Humanoid guise) to meet with visitors. Cloud Bridge. From the antechamber, visitors travel upward along a path of clouds. The impressive route is not as dangerous as its lack of
railings and the literal airiness of each footstep might suggest. Open Court. Past the cloud bridge is an enormous expanse of smooth stone ringed with broken pillars, where the silver dragon hosts
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
the dragon (usually in Humanoid guise) to meet with visitors. Cloud Bridge. From the antechamber, visitors travel upward along a path of clouds. The impressive route is not as dangerous as its lack of
railings and the literal airiness of each footstep might suggest. Open Court. Past the cloud bridge is an enormous expanse of smooth stone ringed with broken pillars, where the silver dragon hosts
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the other side of the stream.
Characters using a light source or darkvision can spot the rope bridge at area H5: In the shadows of the ceiling to the north, you can just make out the dim shape of a
rope bridge crossing over the passage ahead of you. Another passage 20 feet above the floor appears to intersect this one.
Any character with a passive Wisdom (Perception) score of 12 or higher and
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the other side of the stream.
Characters using a light source or darkvision can spot the rope bridge at area H5: In the shadows of the ceiling to the north, you can just make out the dim shape of a
rope bridge crossing over the passage ahead of you. Another passage 20 feet above the floor appears to intersect this one.
Any character with a passive Wisdom (Perception) score of 12 or higher and
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the other side of the stream.
Characters using a light source or darkvision can spot the rope bridge at area H5: In the shadows of the ceiling to the north, you can just make out the dim shape of a
rope bridge crossing over the passage ahead of you. Another passage 20 feet above the floor appears to intersect this one.
Any character with a passive Wisdom (Perception) score of 12 or higher and
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
restrained creature on a success. C7. Slime Pool Overlook This small ledge overlooks the slime pool with a 10-foot-long, 2-foot-diameter mossy log sitting near the ledge. The log can be used to bridge the
Claugiyliamatar or a Gnawbones druid. A creature that touches the webs on the walls must succeed on a DC 12 Dexterity saving throw or become restrained. A restrained creature can use its action to try to escape
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
restrained and unable to free itself, but it can attack creatures that come within reach of it. Once the clockwork defender is defeated, a character can use an action to try to dislodge it from the turbine
map are several switches: one for every bridge and district, one for the Slagline (see “General Features”), and one for the power station. All are described below: Bridge Switches. There’s one switch
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
restrained creature on a success. C7. Slime Pool Overlook This small ledge overlooks the slime pool with a 10-foot-long, 2-foot-diameter mossy log sitting near the ledge. The log can be used to bridge the
Claugiyliamatar or a Gnawbones druid. A creature that touches the webs on the walls must succeed on a DC 12 Dexterity saving throw or become restrained. A restrained creature can use its action to try to escape
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
restrained and unable to free itself, but it can attack creatures that come within reach of it. Once the clockwork defender is defeated, a character can use an action to try to dislodge it from the turbine
map are several switches: one for every bridge and district, one for the Slagline (see “General Features”), and one for the power station. All are described below: Bridge Switches. There’s one switch
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
restrained and unable to free itself, but it can attack creatures that come within reach of it. Once the clockwork defender is defeated, a character can use an action to try to dislodge it from the turbine
map are several switches: one for every bridge and district, one for the Slagline (see “General Features”), and one for the power station. All are described below: Bridge Switches. There’s one switch
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
restrained creature on a success. C7. Slime Pool Overlook This small ledge overlooks the slime pool with a 10-foot-long, 2-foot-diameter mossy log sitting near the ledge. The log can be used to bridge the
Claugiyliamatar or a Gnawbones druid. A creature that touches the webs on the walls must succeed on a DC 12 Dexterity saving throw or become restrained. A restrained creature can use its action to try to escape
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
, the path opens onto a wide ledge and then doubles back sharply into the mountainside.
Two bestial humanoids in hide armor stand watch on the ledge. They appear inattentive and bored.
Creatures
area 4 fire at any exposed characters in area 1 if they have been alerted by the sentries. Wark and Thark flee through the door into area 3.
Round 3. Wark and Thark cross the rope bridge in area 3
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
, the path opens onto a wide ledge and then doubles back sharply into the mountainside.
Two bestial humanoids in hide armor stand watch on the ledge. They appear inattentive and bored.
Creatures
area 4 fire at any exposed characters in area 1 if they have been alerted by the sentries. Wark and Thark flee through the door into area 3.
Round 3. Wark and Thark cross the rope bridge in area 3
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
, the path opens onto a wide ledge and then doubles back sharply into the mountainside.
Two bestial humanoids in hide armor stand watch on the ledge. They appear inattentive and bored.
Creatures
area 4 fire at any exposed characters in area 1 if they have been alerted by the sentries. Wark and Thark flee through the door into area 3.
Round 3. Wark and Thark cross the rope bridge in area 3
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
character can step onto a plank bridge (see below). Knocking a slab down requires a successful DC 20 Strength check. If a slab is knocked down, the bridge collapses and packs of pigs rush into the open area
hundreds of them, are packed in here, shoulder to shoulder, on the floor. Ten feet above them, skeletal undead stand on a crude bridge of wooden planks, dumping food into the pigpen.
Creatures
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
character can step onto a plank bridge (see below). Knocking a slab down requires a successful DC 20 Strength check. If a slab is knocked down, the bridge collapses and packs of pigs rush into the open area
hundreds of them, are packed in here, shoulder to shoulder, on the floor. Ten feet above them, skeletal undead stand on a crude bridge of wooden planks, dumping food into the pigpen.
Creatures
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
character can step onto a plank bridge (see below). Knocking a slab down requires a successful DC 20 Strength check. If a slab is knocked down, the bridge collapses and packs of pigs rush into the open area
hundreds of them, are packed in here, shoulder to shoulder, on the floor. Ten feet above them, skeletal undead stand on a crude bridge of wooden planks, dumping food into the pigpen.
Creatures
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
saving throw, or the eye emits a ray that moves the character up to 30 feet in any direction—typically into pits, the path of the marching modrons, or other threats. The character has the restrained
restrained condition. A restrained creature can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success. Arlgolcheir can choose not to restrain a creature
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
saving throw, or the eye emits a ray that moves the character up to 30 feet in any direction—typically into pits, the path of the marching modrons, or other threats. The character has the restrained
restrained condition. A restrained creature can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success. Arlgolcheir can choose not to restrain a creature
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
saving throw, or the eye emits a ray that moves the character up to 30 feet in any direction—typically into pits, the path of the marching modrons, or other threats. The character has the restrained
restrained condition. A restrained creature can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success. Arlgolcheir can choose not to restrain a creature






