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Returning 35 results for 'briefly based diffusing contingency restrained'.
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brief based diffusing contingent restrained
brief based diffusing contingency restrained
briefly based diffusing contingent restrained
Monsters
Quests from the Infinite Staircase
Overheat. When the maschin-i-bozorg is reduced to 0 hit points, its power source overloads, briefly superheating its outer shell. Each creature within 10 feet of the maschin-i-bozorg must make a DC
":"bludgeoning"} bludgeoning damage and has the prone condition.
If the maschin-i-bozorg remains in the prone creature’s space, the creature also has the restrained condition until it’s no longer in
Imprisonment
Legacy
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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
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
Mythic Odysseys of Theros
failed save the creature begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the
":"bludgeoning"} bludgeoning damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained and takes 15 (3d6 + 5);{"diceNotation":"3d6+5","rollType":"damage","rollAction
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
which of Theros’s three major poleis—Akros, Meletis, or Setessa—you want to start near. Alternatively, you might allow the players to choose the polis based on their character backgrounds. While
choosing a polis allows the group to get a glimpse of their potential “hometown,” this setting serves as a backdrop only briefly, with much of the adventure taking place far from the safety of civilization.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
which of Theros’s three major poleis—Akros, Meletis, or Setessa—you want to start near. Alternatively, you might allow the players to choose the polis based on their character backgrounds. While
choosing a polis allows the group to get a glimpse of their potential “hometown,” this setting serves as a backdrop only briefly, with much of the adventure taking place far from the safety of civilization.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
which of Theros’s three major poleis—Akros, Meletis, or Setessa—you want to start near. Alternatively, you might allow the players to choose the polis based on their character backgrounds. While
choosing a polis allows the group to get a glimpse of their potential “hometown,” this setting serves as a backdrop only briefly, with much of the adventure taking place far from the safety of civilization.
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
Citadel Defenses The Radiant Citadel’s location within the Deep Ethereal makes it difficult to assault. It keeps no standing army, but its council for defense has contingency plans it frequently
refines based on intelligence from the Court of Whispers. The city’s primary protection is a powerful ward that can be activated by the Speakers for the Ancestors. When all fifteen are assembled in the
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
Citadel Defenses The Radiant Citadel’s location within the Deep Ethereal makes it difficult to assault. It keeps no standing army, but its council for defense has contingency plans it frequently
refines based on intelligence from the Court of Whispers. The city’s primary protection is a powerful ward that can be activated by the Speakers for the Ancestors. When all fifteen are assembled in the
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
Citadel Defenses The Radiant Citadel’s location within the Deep Ethereal makes it difficult to assault. It keeps no standing army, but its council for defense has contingency plans it frequently
refines based on intelligence from the Court of Whispers. The city’s primary protection is a powerful ward that can be activated by the Speakers for the Ancestors. When all fifteen are assembled in the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Citadel Defenses The Radiant Citadel’s location within the Deep Ethereal makes it difficult to assault. It keeps no standing army, but its council for defense has contingency plans it frequently
refines based on intelligence from the Court of Whispers. The city’s primary protection is a powerful ward that can be activated by the Speakers for the Ancestors. When all fifteen are assembled in the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Citadel Defenses The Radiant Citadel’s location within the Deep Ethereal makes it difficult to assault. It keeps no standing army, but its council for defense has contingency plans it frequently
refines based on intelligence from the Court of Whispers. The city’s primary protection is a powerful ward that can be activated by the Speakers for the Ancestors. When all fifteen are assembled in the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Citadel Defenses The Radiant Citadel’s location within the Deep Ethereal makes it difficult to assault. It keeps no standing army, but its council for defense has contingency plans it frequently
refines based on intelligence from the Court of Whispers. The city’s primary protection is a powerful ward that can be activated by the Speakers for the Ancestors. When all fifteen are assembled in the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
. The ball is immune to most conditions, but it can be grappled or restrained by effects that work on objects. It makes ability checks to escape such entanglements with a +5 bonus. Start of the Game
wall, and the depression in the wall briefly glows orange. After the second such occurrence, the ball will break off its attacks. A sound like that of a trumpet indicates that the game is about to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
. The ball is immune to most conditions, but it can be grappled or restrained by effects that work on objects. It makes ability checks to escape such entanglements with a +5 bonus. Start of the Game
wall, and the depression in the wall briefly glows orange. After the second such occurrence, the ball will break off its attacks. A sound like that of a trumpet indicates that the game is about to
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
hit points, its power source overloads, briefly superheating its outer shell. Each creature within 10 feet of the maschin-i-bozorg must make a DC 16 Constitution saving throw, taking 7 (2d6) fire damage
the prone condition.
If the maschin-i-bozorg remains in the prone creature’s space, the creature also has the restrained condition until it’s no longer in the same space as the maschin-i-bozorg. While
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
hit points, its power source overloads, briefly superheating its outer shell. Each creature within 10 feet of the maschin-i-bozorg must make a DC 16 Constitution saving throw, taking 7 (2d6) fire damage
the prone condition.
If the maschin-i-bozorg remains in the prone creature’s space, the creature also has the restrained condition until it’s no longer in the same space as the maschin-i-bozorg. While
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
. The ball is immune to most conditions, but it can be grappled or restrained by effects that work on objects. It makes ability checks to escape such entanglements with a +5 bonus. Start of the Game
wall, and the depression in the wall briefly glows orange. After the second such occurrence, the ball will break off its attacks. A sound like that of a trumpet indicates that the game is about to
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
hit points, its power source overloads, briefly superheating its outer shell. Each creature within 10 feet of the maschin-i-bozorg must make a DC 16 Constitution saving throw, taking 7 (2d6) fire damage
the prone condition.
If the maschin-i-bozorg remains in the prone creature’s space, the creature also has the restrained condition until it’s no longer in the same space as the maschin-i-bozorg. While
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->Tyranny of Dragons
) and 5 wights. Eseldra Yeth reviews the characters’ warrants briefly, then delivers a prepared message. “We find ourselves bound in common cause against common enemies. Those who sought to destroy us
) check for each lie. (Don’t reveal the DC of this check.) Feel free to introduce additional modifiers based on specific arguments the characters present and their overall behavior. Sincere (or at least
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
) and 5 wights. Eseldra Yeth reviews the characters’ warrants briefly, then delivers a prepared message. “We find ourselves bound in common cause against common enemies. Those who sought to destroy us
) check for each lie. (Don’t reveal the DC of this check.) Feel free to introduce additional modifiers based on specific arguments the characters present and their overall behavior. Sincere (or at
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Maegera the Dawn Titan Maegera is powerful elemental that has been trapped in the forges of Gauntlgrym for millennia. About fifty years ago, Maegera briefly escaped and triggered the eruption of
, paralyzed, petrified, poisoned, prone, restrained
Senses blindsight 120 ft., passive Perception 10
Languages Ignan
Challenge 23 (50,000 XP)
Empowered Attacks. Maegera’s slam attacks are treated as
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
) and 5 wights. Eseldra Yeth reviews the characters’ warrants briefly, then delivers a prepared message. “We find ourselves bound in common cause against common enemies. Those who sought to destroy us
) check for each lie. (Don’t reveal the DC of this check.) Feel free to introduce additional modifiers based on specific arguments the characters present and their overall behavior. Sincere (or at least
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
) and 5 wights. Eseldra Yeth reviews the characters’ warrants briefly, then delivers a prepared message. “We find ourselves bound in common cause against common enemies. Those who sought to destroy us
) check for each lie. (Don’t reveal the DC of this check.) Feel free to introduce additional modifiers based on specific arguments the characters present and their overall behavior. Sincere (or at least
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
) and 5 wights. Eseldra Yeth reviews the characters’ warrants briefly, then delivers a prepared message. “We find ourselves bound in common cause against common enemies. Those who sought to destroy us
) check for each lie. (Don’t reveal the DC of this check.) Feel free to introduce additional modifiers based on specific arguments the characters present and their overall behavior. Sincere (or at
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
) and 5 wights. Eseldra Yeth reviews the characters’ warrants briefly, then delivers a prepared message. “We find ourselves bound in common cause against common enemies. Those who sought to destroy us
) check for each lie. (Don’t reveal the DC of this check.) Feel free to introduce additional modifiers based on specific arguments the characters present and their overall behavior. Sincere (or at
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Maegera the Dawn Titan Maegera is powerful elemental that has been trapped in the forges of Gauntlgrym for millennia. About fifty years ago, Maegera briefly escaped and triggered the eruption of
, paralyzed, petrified, poisoned, prone, restrained
Senses blindsight 120 ft., passive Perception 10
Languages Ignan
Challenge 23 (50,000 XP)
Empowered Attacks. Maegera’s slam attacks are treated as
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Maegera the Dawn Titan Maegera is powerful elemental that has been trapped in the forges of Gauntlgrym for millennia. About fifty years ago, Maegera briefly escaped and triggered the eruption of
, paralyzed, petrified, poisoned, prone, restrained
Senses blindsight 120 ft., passive Perception 10
Languages Ignan
Challenge 23 (50,000 XP)
Empowered Attacks. Maegera’s slam attacks are treated as






