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Returning 35 results for 'bringing bit diffusing contacts restrained'.
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Monsters
Mythic Odysseys of Theros
incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save 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 effect on a success. The petrification lasts until the creature is freed
Backgrounds
Acquisitions Incorporated
. Maybe you hope to leverage the knowledge you gained there for an advantage at Acquisitions Incorporated. Either way, you’re now bringing your talents to the company, ready to put your skills to
employer or other groups you dealt with during your previous employment. You can communicate with your contacts, gaining information at the DM’s discretion.
Monsters
Acquisitions Incorporated
, the target is restrained, and the deep crow can't use its mandibles on another target.
Claw. Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Claw"} to hit, reach 5 ft
doesn't struggle, the deep crow takes it back to its lair to be devoured at leisure. Creatures that do struggle might be repeatedly dropped from a height to soften them up a bit.
Family Ties. Deep crows
Monsters
Locathah Rising
action to cause one of the following effects; Gar can’t use the same effect two rounds in a row.
Gar may teleport anywhere within the coral mountain, bringing up to five willing creatures with
him.
The coral in a 60-foot radius grows rapidly around creatures inside the coral mountain. Each creature must succeed on a DC 18 Strength saving throw or become restrained. Restrained creatures
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"5d8", "rollType":"damage", "rollAction":"Plague of Worms", "rollDamageType":"necrotic"} necrotic damage and be blinded and restrained by masses of swarming worms. The affected creature takes 22
.
Feed (Costs 3 Actions). Each creature restrained by the mage’s Plague of Worms takes 13 (3d8);{"diceNotation":"3d8", "rollType":"damage", "rollAction":"Feed", "rollDamageType":"necrotic
Backgrounds
Guildmasters’ Guide to Ravnica
was traumatized by witnessing a crime as a child.
5
I’m incapable of deception.
6
I wish I had joined the Boros, but I fear they’d never accept me.
Contacts
The Azorius
the entire city, your place in the Azorius can easily bring you into contact with members of other guilds, for good or ill.
Roll twice on the Azorius Contacts table (for an ally and a rival) and
Backgrounds
Guildmasters’ Guide to Ravnica
.
3
I’m eager to explain every detail of my most intricate experiments and theories to anyone who shows the least bit of interest.
4
I assume that everyone needs even the most basic
my research and any other tasks I have to complete.
Contacts
The fluid nature of clades, whose rosters span different laboratories and change as researchers discover new interests, creates
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Web Level 2 Conjuration (Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a bit of spiderweb)
Duration: Concentration, up to 1 hour
You conjure a mass of sticky
a depth of 5 feet. The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Web 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of spiderweb) Duration: Concentration, up to 1 hour You conjure a mass of thick, sticky webbing at a point
have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Web Level 2 Conjuration (Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a bit of spiderweb)
Duration: Concentration, up to 1 hour
You conjure a mass of sticky
a depth of 5 feet. The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Web 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of spiderweb) Duration: Concentration, up to 1 hour You conjure a mass of thick, sticky webbing at a point
have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Web Level 2 Conjuration (Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a bit of spiderweb)
Duration: Concentration, up to 1 hour
You conjure a mass of sticky
a depth of 5 feet. The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Web 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of spiderweb) Duration: Concentration, up to 1 hour You conjure a mass of thick, sticky webbing at a point
have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Web Level 2 Conjuration (Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a bit of spiderweb)
Duration: Concentration, up to 1 hour
You conjure a mass of sticky
a depth of 5 feet. The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Web Level 2 Conjuration (Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a bit of spiderweb)
Duration: Concentration, up to 1 hour
You conjure a mass of sticky
a depth of 5 feet. The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Web 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of spiderweb) Duration: Concentration, up to 1 hour You conjure a mass of thick, sticky webbing at a point
have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Web Level 2 Conjuration (Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a bit of spiderweb)
Duration: Concentration, up to 1 hour
You conjure a mass of sticky
a depth of 5 feet. The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Web 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of spiderweb) Duration: Concentration, up to 1 hour You conjure a mass of thick, sticky webbing at a point
have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Web 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of spiderweb) Duration: Concentration, up to 1 hour You conjure a mass of thick, sticky webbing at a point
have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. The medusa might propose a dangerous quest to fetch some rare ingredient or legendary relic, promising to reward success with a bit of Pharika’s knowledge. This information might lead to a cure for a
target is grappled (escape DC 11) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the medusa can’t constrict another target. Multiattack. The medusa makes
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
is coaxed out of its hiding place and not attacked, it might provide visitors with a bit or two of possibly useful information. Kalka-Kylla Large monstrosity, neutral
Armor Class 15 (natural armor
target. Hit: 10 (2d6 + 3) bludgeoning damage, and if the target is a Medium or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the target is restrained. Kalka-Kylla has two claws, each of which can grapple only one target.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
is coaxed out of its hiding place and not attacked, it might provide visitors with a bit or two of possibly useful information. Kalka-Kylla Large monstrosity, neutral
Armor Class 15 (natural armor
target. Hit: 10 (2d6 + 3) bludgeoning damage, and if the target is a Medium or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the target is restrained. Kalka-Kylla has two claws, each of which can grapple only one target.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
this role. Muscle. Sometimes sources need a bit of physical cajoling to share their stories. The Muscle has a knack for getting people to talk. Alternatively, when those in power lock away the truth
soldiers or more-or-less reformed criminals. Networker. The Networker knows exactly who can get the party what they need. This character makes extensive use of contacts and friends to facilitate the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. The medusa might propose a dangerous quest to fetch some rare ingredient or legendary relic, promising to reward success with a bit of Pharika’s knowledge. This information might lead to a cure for a
target is grappled (escape DC 11) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the medusa can’t constrict another target. Multiattack. The medusa makes
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. The medusa might propose a dangerous quest to fetch some rare ingredient or legendary relic, promising to reward success with a bit of Pharika’s knowledge. This information might lead to a cure for a
target is grappled (escape DC 11) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the medusa can’t constrict another target. Multiattack. The medusa makes
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
is coaxed out of its hiding place and not attacked, it might provide visitors with a bit or two of possibly useful information. Kalka-Kylla Large monstrosity, neutral
Armor Class 15 (natural armor
target. Hit: 10 (2d6 + 3) bludgeoning damage, and if the target is a Medium or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the target is restrained. Kalka-Kylla has two claws, each of which can grapple only one target.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
this role. Muscle. Sometimes sources need a bit of physical cajoling to share their stories. The Muscle has a knack for getting people to talk. Alternatively, when those in power lock away the truth
soldiers or more-or-less reformed criminals. Networker. The Networker knows exactly who can get the party what they need. This character makes extensive use of contacts and friends to facilitate the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
this role. Muscle. Sometimes sources need a bit of physical cajoling to share their stories. The Muscle has a knack for getting people to talk. Alternatively, when those in power lock away the truth
soldiers or more-or-less reformed criminals. Networker. The Networker knows exactly who can get the party what they need. This character makes extensive use of contacts and friends to facilitate the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
other spellcaster — contacts the comet-borne emissary of an Elder Evil, the emissary can merge with a mortal consciousness to create a larva mage. None of the original cultist’s personality survives
, piercing, and slashing from nonmagical attacks
Damage Immunities psychic
Condition Immunities charmed, frightened, paralyzed, petrified, poisoned, restrained
Senses darkvision 60 ft., passive
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
other spellcaster — contacts the comet-borne emissary of an Elder Evil, the emissary can merge with a mortal consciousness to create a larva mage. None of the original cultist’s personality survives
, piercing, and slashing from nonmagical attacks
Damage Immunities psychic
Condition Immunities charmed, frightened, paralyzed, petrified, poisoned, restrained
Senses darkvision 60 ft., passive
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
other spellcaster — contacts the comet-borne emissary of an Elder Evil, the emissary can merge with a mortal consciousness to create a larva mage. None of the original cultist’s personality survives
, piercing, and slashing from nonmagical attacks
Damage Immunities psychic
Condition Immunities charmed, frightened, paralyzed, petrified, poisoned, restrained
Senses darkvision 60 ft., passive
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
path. In an Acq Inc campaign, every NPC is a potential customer. Every bit of treasure found is an investment in the franchise and its future. Every other would-be hero is the competition, and every
-reaching power of global corporations allied with political power doesn’t just inform our own real world — it molds it. Bringing that concept of powerful corporations working with or against nobility to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
path. In an Acq Inc campaign, every NPC is a potential customer. Every bit of treasure found is an investment in the franchise and its future. Every other would-be hero is the competition, and every
-reaching power of global corporations allied with political power doesn’t just inform our own real world — it molds it. Bringing that concept of powerful corporations working with or against nobility to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
path. In an Acq Inc campaign, every NPC is a potential customer. Every bit of treasure found is an investment in the franchise and its future. Every other would-be hero is the competition, and every
-reaching power of global corporations allied with political power doesn’t just inform our own real world — it molds it. Bringing that concept of powerful corporations working with or against nobility to
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
it to the dock.
As the crew finishes securing the ship, a nearby cargo lift activates, bringing a platform up to the ship’s dock level. On the platform are a human and four warforged.
Hints of a
d’Cannith’s field of expertise: warforged—specifically undead ones. Through his extensive contacts, he has been arranging for the delivery of dead warforged for years for use in his experimentation






