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Returning 35 results for 'brutal both diffusing convinced restrained'.
Other Suggestions:
brutes both diffusing convinced restrained
brutal both diffusing confined restrained
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
combine the worst attributes of wolves and spiders, spyder-fiends scuttle about with bloated, spiderlike bodies and gnash with wolflike heads. Spyder-fiends are usually coated with gore, as brutal killing
Monsters
Fizban's Treasury of Dragons
.
4
The sea around a wizard’s tower is too stormy for ships to sail through, but a resident dragon turtle might be convinced to ferry the characters across.
5
A royal bathhouse was
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
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
soldier from Adarath, Rubert is well aware of Sablewing and the threat he poses. The dragon is cunning and brutal. Sablewing is known to keep a trio of Darkmantles close by, allowing the dragon to strike
grandson Pierre Kalison joined the Cobblehook Corsairs a few months ago in pursuit of excitement and adventure. Vatri is convinced that Pierre, a young man with few skills other than cooking, had
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
soldier from Adarath, Rubert is well aware of Sablewing and the threat he poses. The dragon is cunning and brutal. Sablewing is known to keep a trio of Darkmantles close by, allowing the dragon to strike
grandson Pierre Kalison joined the Cobblehook Corsairs a few months ago in pursuit of excitement and adventure. Vatri is convinced that Pierre, a young man with few skills other than cooking, had
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Erebos seeks to uphold is a brutal one, based on the tragic fact that every life ends in death. Followers of Erebos might become villains when they follow their god’s orders, sowing despair among the
priest of Erebos terrorizes a village, convinced that a particular Returned has taken refuge there.
Erebos’s Monsters Erebos has legions of fallen monsters, heroes, and villains that he can send back
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Erebos seeks to uphold is a brutal one, based on the tragic fact that every life ends in death. Followers of Erebos might become villains when they follow their god’s orders, sowing despair among the
priest of Erebos terrorizes a village, convinced that a particular Returned has taken refuge there.
Erebos’s Monsters Erebos has legions of fallen monsters, heroes, and villains that he can send back
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Erebos seeks to uphold is a brutal one, based on the tragic fact that every life ends in death. Followers of Erebos might become villains when they follow their god’s orders, sowing despair among the
priest of Erebos terrorizes a village, convinced that a particular Returned has taken refuge there.
Erebos’s Monsters Erebos has legions of fallen monsters, heroes, and villains that he can send back
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
soldier from Adarath, Rubert is well aware of Sablewing and the threat he poses. The dragon is cunning and brutal. Sablewing is known to keep a trio of Darkmantles close by, allowing the dragon to strike
grandson Pierre Kalison joined the Cobblehook Corsairs a few months ago in pursuit of excitement and adventure. Vatri is convinced that Pierre, a young man with few skills other than cooking, had
Compendium
- Sources->Dungeons & Dragons->Monster Manual
magical effects.
Siege Monster. The goristro deals double damage to objects and structures.
Actions
Multiattack. The goristro makes one Brutal Gore attack and two Slam attacks.
Brutal Gore
, Grappled, Prone, Restrained
Senses Blindsight 60 ft.; Passive Perception 8
Languages None
CR 1/2 (XP 100; PB +2)
Traits
Amorphous. The ooze can move through a space as narrow as 1 inch
Compendium
- Sources->Dungeons & Dragons->Monster Manual
magical effects.
Siege Monster. The goristro deals double damage to objects and structures.
Actions
Multiattack. The goristro makes one Brutal Gore attack and two Slam attacks.
Brutal Gore
, Grappled, Prone, Restrained
Senses Blindsight 60 ft.; Passive Perception 8
Languages None
CR 1/2 (XP 100; PB +2)
Traits
Amorphous. The ooze can move through a space as narrow as 1 inch
Compendium
- Sources->Dungeons & Dragons->Monster Manual
magical effects.
Siege Monster. The goristro deals double damage to objects and structures.
Actions
Multiattack. The goristro makes one Brutal Gore attack and two Slam attacks.
Brutal Gore
, Grappled, Prone, Restrained
Senses Blindsight 60 ft.; Passive Perception 8
Languages None
CR 1/2 (XP 100; PB +2)
Traits
Amorphous. The ooze can move through a space as narrow as 1 inch
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
difficult terrain. Creatures that try to leave a pool of sludge must succeed on a DC 8 Strength saving throw or have the restrained condition. A restrained creature can make another saving throw to
poorly to the Mercykillers, but they’re convinced Valder is in the gate-town. Amod and Lot soon move to drag off Fellik. If the characters impede or attack the pair, the Mercykillers attack. The
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
difficult terrain. Creatures that try to leave a pool of sludge must succeed on a DC 8 Strength saving throw or have the restrained condition. A restrained creature can make another saving throw to
poorly to the Mercykillers, but they’re convinced Valder is in the gate-town. Amod and Lot soon move to drag off Fellik. If the characters impede or attack the pair, the Mercykillers attack. The
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
difficult terrain. Creatures that try to leave a pool of sludge must succeed on a DC 8 Strength saving throw or have the restrained condition. A restrained creature can make another saving throw to
poorly to the Mercykillers, but they’re convinced Valder is in the gate-town. Amod and Lot soon move to drag off Fellik. If the characters impede or attack the pair, the Mercykillers attack. The
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
in vines but is not restrained. The creature is half awake, resting as the corrupt vines spread hateful thoughts into its mind. Once the bakunawa notices creatures in its lair, it attacks. Calming
there and are about to attack. Unless the characters have previously convinced Paolo to hold back, the dragon hunters immediately attack. Rather than rolling for the dragon hunters’ attacks, assume any of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
in vines but is not restrained. The creature is half awake, resting as the corrupt vines spread hateful thoughts into its mind. Once the bakunawa notices creatures in its lair, it attacks. Calming
there and are about to attack. Unless the characters have previously convinced Paolo to hold back, the dragon hunters immediately attack. Rather than rolling for the dragon hunters’ attacks, assume any of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
in vines but is not restrained. The creature is half awake, resting as the corrupt vines spread hateful thoughts into its mind. Once the bakunawa notices creatures in its lair, it attacks. Calming
there and are about to attack. Unless the characters have previously convinced Paolo to hold back, the dragon hunters immediately attack. Rather than rolling for the dragon hunters’ attacks, assume any of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
sway of a brutal chieftain known as Wormblod. The tribe’s spirit mound is located inside Great Worm Cavern, in the Spine of the World. Wormblod and his tribe strike out from this cavern only
cracked and tough as dinosaur leather. He has convinced all of the Thunderbeast clans to hide in the depths of the Lurkwood and is arming them for a “stampede” through the Surbrin Hills and the Dessarin
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
sway of a brutal chieftain known as Wormblod. The tribe’s spirit mound is located inside Great Worm Cavern, in the Spine of the World. Wormblod and his tribe strike out from this cavern only
cracked and tough as dinosaur leather. He has convinced all of the Thunderbeast clans to hide in the depths of the Lurkwood and is arming them for a “stampede” through the Surbrin Hills and the Dessarin
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
sway of a brutal chieftain known as Wormblod. The tribe’s spirit mound is located inside Great Worm Cavern, in the Spine of the World. Wormblod and his tribe strike out from this cavern only
cracked and tough as dinosaur leather. He has convinced all of the Thunderbeast clans to hide in the depths of the Lurkwood and is arming them for a “stampede” through the Surbrin Hills and the Dessarin
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. A creature affected by the magnetic field collides with the ceiling; the creature takes 10 (3d6) bludgeoning damage and has the prone and restrained conditions until the field is deactivated. To
ceiling is encircled by a narrow ledge. Steel spears pin four humanoid skeletons to the left wall, and a chest sits on the far end of the room.
This room contains a brutal spear trap. Secret Door. A
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. A creature affected by the magnetic field collides with the ceiling; the creature takes 10 (3d6) bludgeoning damage and has the prone and restrained conditions until the field is deactivated. To
ceiling is encircled by a narrow ledge. Steel spears pin four humanoid skeletons to the left wall, and a chest sits on the far end of the room.
This room contains a brutal spear trap. Secret Door. A
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. A creature affected by the magnetic field collides with the ceiling; the creature takes 10 (3d6) bludgeoning damage and has the prone and restrained conditions until the field is deactivated. To
ceiling is encircled by a narrow ledge. Steel spears pin four humanoid skeletons to the left wall, and a chest sits on the far end of the room.
This room contains a brutal spear trap. Secret Door. A
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
creature is restrained. At the start of each of its turns, the restrained creature is drained of blood and must succeed on a DC 15 Constitution saving throw or take 5 (1d10) necrotic damage and have its
Wizard evoker (see appendix B), directs the brutal combat training here. Six Thayan warriors engage a dread warrior (see appendix B for both stat blocks) and seven skeletons. Lahnis orders the whole
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
creature is restrained. At the start of each of its turns, the restrained creature is drained of blood and must succeed on a DC 15 Constitution saving throw or take 5 (1d10) necrotic damage and have its
Wizard evoker (see appendix B), directs the brutal combat training here. Six Thayan warriors engage a dread warrior (see appendix B for both stat blocks) and seven skeletons. Lahnis orders the whole
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
creature is restrained. At the start of each of its turns, the restrained creature is drained of blood and must succeed on a DC 15 Constitution saving throw or take 5 (1d10) necrotic damage and have its
Wizard evoker (see appendix B), directs the brutal combat training here. Six Thayan warriors engage a dread warrior (see appendix B for both stat blocks) and seven skeletons. Lahnis orders the whole
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->Bigby Presents: Glory of the Giants
under dirt. On a successful save, a creature takes half as much damage only.
A buried creature has the restrained condition, has total cover, and can't breathe. As an action, a creature buried in
this way, or another creature within 5 feet of it that isn't buried, can make a DC 17 Strength (Athletics) check. On a successful check, the buried creature no longer has the prone or restrained
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->Bigby Presents: Glory of the Giants
under dirt. On a successful save, a creature takes half as much damage only.
A buried creature has the restrained condition, has total cover, and can't breathe. As an action, a creature buried in
this way, or another creature within 5 feet of it that isn't buried, can make a DC 17 Strength (Athletics) check. On a successful check, the buried creature no longer has the prone or restrained
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
under dirt. On a successful save, a creature takes half as much damage only.
A buried creature has the restrained condition, has total cover, and can't breathe. As an action, a creature buried in
this way, or another creature within 5 feet of it that isn't buried, can make a DC 17 Strength (Athletics) check. On a successful check, the buried creature no longer has the prone or restrained
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
fickle and insubstantial compared to the power of elemental earth. Black Earth Guard Black Earth guards are the warriors of the earth cult. They are brutal, heavily armored thugs devoted to Ogrémoch
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
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
fickle and insubstantial compared to the power of elemental earth. Black Earth Guard Black Earth guards are the warriors of the earth cult. They are brutal, heavily armored thugs devoted to Ogrémoch
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
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
save it. If convinced that the characters are on its side, a character who makes a successful DC 15 Charisma (Persuasion) check convinces Alazub to share the following information: Demons under the
dretches behind as it passes through the nearest wall and heads to area S14 to warn Trantolox that intruders are near. Vatilan remains by the nalfeshnee’s side until convinced that the intruders have






