Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'burden blasting diffusing current restraints'.
Other Suggestions:
border beating diffusing current restrained
border blazing diffusing current restrained
border blasting diffusing current restrained
buried beating diffusing current restrained
buried blazing diffusing current restrained
Monsters
Strixhaven: A Curriculum of Chaos
relic sloth is subjected to an effect that would move it out of its current space or knock it prone, it is neither moved nor knocked prone.For long expeditions, Lorehold mages often employ relic sloths
moving only when necessary. But this caution makes these hulking creatures perfect for traversing treacherous and crumbling ruins, where other beasts of burden would falter. The distinctive sickle
Monsters
Thieves’ Gallery
Daggersword Flourish with Cleansing Touch if it’s available.
Daggersword. Choose the attack that corresponds to the daggersword’s current form (see Daggersword Shift below):
Longsword. Melee
.
Daggersword Flourish. Choose the option that corresponds to the daggersword’s current form (see Daggersword Shift below):
Longsword. Xenk magically detaches the longsword’s blade from its
Kraken
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
feet of movement to escape from nonmagical restraints or being grappled.
Siege Monster. The kraken deals double damage to objects and structures.Multiattack. The kraken makes three tentacle attacks
current disperses the cloud, which otherwise disappears at the end of the kraken's next turn.A Kraken’s Lair
A kraken lives in dark depths, usually a sunken rift or a cavern filled with
Monsters
Infernal Machine Rebuild
restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.Multiattack. The thessalkraken makes one bite attack and two tentacle attacks. It can replace each tentacle
);{"diceNotation":"3d10","rollType":"damage","rollAction":"Ink Cloud","rollDamageType":"poison"} poison damage on a failed save, or half as much damage on a successful one. A strong current disperses
Monsters
Storm King's Thunder
feet of movement to escape from nonmagical restraints or being grappled.
Siege Monster. Slarkrethel deals double damage to objects and structures.
Legendary Resistance (3/Day). If Slarkrethel fails
);{"diceNotation":"3d10","rollType":"damage","rollAction":"Ink Cloud","rollDamageType":"poison"} poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the
Monsters
Ghosts of Saltmarsh
feet of movement to escape from nonmagical restraints or being grappled.Multiattack. The kraken makes two tentacle attacks, each of which it can replace with one use of Fling.
Bite. Melee Weapon
","rollAction":"Ink Cloud","rollDamageType":"poison"} poison damage on a failed save or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of
Monsters
Fizban's Treasury of Dragons
following lair actions; the dragon turtle can’t take the same lair action two rounds in a row:
Blasting Current. A strong water current moves through the dragon turtle’s lair. Each creature
Amphibious. The dragon turtle can breathe air and water
Blessing of the Sea (Recharges after a Short or Long Rest). If the dragon turtle would be reduced to 0 hit points, its current hit point total
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
, where other beasts of burden would falter. The distinctive sickle-shaped claws on a relic sloth’s forelimbs are primarily used for climbing, though they can fend off a hungry predator in a pinch. Relic
. When the relic sloth is subjected to an effect that would move it out of its current space or knock it prone, it is neither moved nor knocked prone.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
, where other beasts of burden would falter. The distinctive sickle-shaped claws on a relic sloth’s forelimbs are primarily used for climbing, though they can fend off a hungry predator in a pinch. Relic
. When the relic sloth is subjected to an effect that would move it out of its current space or knock it prone, it is neither moved nor knocked prone.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
, where other beasts of burden would falter. The distinctive sickle-shaped claws on a relic sloth’s forelimbs are primarily used for climbing, though they can fend off a hungry predator in a pinch. Relic
. When the relic sloth is subjected to an effect that would move it out of its current space or knock it prone, it is neither moved nor knocked prone.
Compendium
- Sources->Dungeons & Dragons->Thieves’ Gallery
words “Neither virtue nor blade shall break” are etched in Celestial on the blade of his daggersword. Xenk ages more slowly than a normal human, and with this gift comes the burden of perspective. His
. He can replace Daggersword Flourish with Cleansing Touch if it’s available.
Daggersword. Choose the attack that corresponds to the daggersword’s current form (see Daggersword Shift below
Compendium
- Sources->Dungeons & Dragons->Thieves’ Gallery
words “Neither virtue nor blade shall break” are etched in Celestial on the blade of his daggersword. Xenk ages more slowly than a normal human, and with this gift comes the burden of perspective. His
. He can replace Daggersword Flourish with Cleansing Touch if it’s available.
Daggersword. Choose the attack that corresponds to the daggersword’s current form (see Daggersword Shift below
Compendium
- Sources->Dungeons & Dragons->Thieves’ Gallery
words “Neither virtue nor blade shall break” are etched in Celestial on the blade of his daggersword. Xenk ages more slowly than a normal human, and with this gift comes the burden of perspective. His
. He can replace Daggersword Flourish with Cleansing Touch if it’s available.
Daggersword. Choose the attack that corresponds to the daggersword’s current form (see Daggersword Shift below
Goblin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
lucky if their only punishment is demotion to the pariah caste. Sometimes another creature assumes control of a goblin tribe, by killing or subjugating the current boss and cowing most of the rest of
circlet of blasting, or the like) and learned how to use it.
Booyahg Whip. Khurgorbaeyag saw fit to gift this goblin with powers that enable it to dominate others. The goblin has 1d3 other goblins
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
movement to escape from nonmagical restraints or being grappled.
Actions
Multiattack. The thessalkraken makes one bite attack and two tentacle attacks. It can replace each tentacle attack with one use
Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
movement to escape from nonmagical restraints or being grappled.
Actions
Multiattack. The thessalkraken makes one bite attack and two tentacle attacks. It can replace each tentacle attack with one use
Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
. On initiative count 20 (losing initiative ties), the dragon turtle can take one of the following lair actions; the dragon turtle can’t take the same lair action two rounds in a row: Blasting Current
. A strong water current moves through the dragon turtle’s lair. Each creature within 30 feet of the dragon turtle must succeed on a DC 15 Strength saving throw or be moved 30 feet in a direction of the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
. On initiative count 20 (losing initiative ties), the dragon turtle can take one of the following lair actions; the dragon turtle can’t take the same lair action two rounds in a row: Blasting Current
. A strong water current moves through the dragon turtle’s lair. Each creature within 30 feet of the dragon turtle must succeed on a DC 15 Strength saving throw or be moved 30 feet in a direction of the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
. On initiative count 20 (losing initiative ties), the dragon turtle can take one of the following lair actions; the dragon turtle can’t take the same lair action two rounds in a row: Blasting Current
. A strong water current moves through the dragon turtle’s lair. Each creature within 30 feet of the dragon turtle must succeed on a DC 15 Strength saving throw or be moved 30 feet in a direction of the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
movement to escape from nonmagical restraints or being grappled.
Actions
Multiattack. The thessalkraken makes one bite attack and two tentacle attacks. It can replace each tentacle attack with one use
Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of Movement. The kraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or
other than the kraken that ends its turn there must succeed on a DC 18 Constitution saving throw, taking 11 (2d10) poison damage on a failed save or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken’s next turn.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of Movement. The kraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or
other than the kraken that ends its turn there must succeed on a DC 18 Constitution saving throw, taking 11 (2d10) poison damage on a failed save or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken’s next turn.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of Movement. The kraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or
other than the kraken that ends its turn there must succeed on a DC 18 Constitution saving throw, taking 11 (2d10) poison damage on a failed save or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken’s next turn.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
character to deliver it to whichever location sets into motion the sequence of encounters discussed in this chapter (see “Encounter Chains”). Once the stone divests itself of its current owner, it tries to
erase all knowledge of itself from that character’s mind (see the item’s description in appendix A). Any player whose character is forced to forget about the stone carries the burden of roleplaying
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
character to deliver it to whichever location sets into motion the sequence of encounters discussed in this chapter (see “Encounter Chains”). Once the stone divests itself of its current owner, it tries to
erase all knowledge of itself from that character’s mind (see the item’s description in appendix A). Any player whose character is forced to forget about the stone carries the burden of roleplaying
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
character to deliver it to whichever location sets into motion the sequence of encounters discussed in this chapter (see “Encounter Chains”). Once the stone divests itself of its current owner, it tries to
erase all knowledge of itself from that character’s mind (see the item’s description in appendix A). Any player whose character is forced to forget about the stone carries the burden of roleplaying
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
current matters. It’s obvious to all that the adventurers have taken a firm hand in addressing this crisis, and that they have proven their worth. The council deputizes the characters with emergency
investigative powers and a writ demonstrating such. This grants the characters access to resources and sites they deem necessary for their investigation, but carries with it the burden of oversight from
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
that they would have been dangerous to hold onto—and even more dangerous to return. When the discussion around the events from Hoard of the Dragon Queen is concluded, the council moves on to current
investigative powers and a writ demonstrating such. This grants the characters access to resources and sites they deem necessary for their investigation, but carries with it the burden of oversight from the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
that they would have been dangerous to hold onto—and even more dangerous to return. When the discussion around the events from Hoard of the Dragon Queen is concluded, the council moves on to current
investigative powers and a writ demonstrating such. This grants the characters access to resources and sites they deem necessary for their investigation, but carries with it the burden of oversight from the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
current matters. It’s obvious to all that the adventurers have taken a firm hand in addressing this crisis, and that they have proven their worth. The council deputizes the characters with emergency
investigative powers and a writ demonstrating such. This grants the characters access to resources and sites they deem necessary for their investigation, but carries with it the burden of oversight from
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
that they would have been dangerous to hold onto—and even more dangerous to return. When the discussion around the events from Hoard of the Dragon Queen is concluded, the council moves on to current
investigative powers and a writ demonstrating such. This grants the characters access to resources and sites they deem necessary for their investigation, but carries with it the burden of oversight from the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
current matters. It’s obvious to all that the adventurers have taken a firm hand in addressing this crisis, and that they have proven their worth. The council deputizes the characters with emergency
investigative powers and a writ demonstrating such. This grants the characters access to resources and sites they deem necessary for their investigation, but carries with it the burden of oversight from
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Movement. The kraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being
failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken’s next turn.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Movement. The kraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being
failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken’s next turn.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Movement. The kraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being
failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken’s next turn.






