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Returning 35 results for 'burial based diffusing certain restrained'.
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Spells
Player’s Handbook
;t locate or perceive the imprisoned target, and the target can’t teleport.
Until the spell ends, the target is also affected by one of the following effects of your choice:
Burial. The target
ground hold the target in place. The target has the Restrained condition and can’t be moved by any means.
Hedged Prison. The target is trapped in a demiplane that is warded against teleportation
Spells
Player’s Handbook
. The creature resembles a Fey creature of your choice marked by the chosen mood, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the
Force damage.
Bonus Actions
Fey Step. The spirit magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the spirit’s chosen mood
Cube of Force
Legacy
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Magic Items
Basic Rules (2014)
action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient
the barrier. Walls, floors, and ceilings can pass through at your discretion.
6
0
The barrier deactivates.
The cube loses charges when the barrier is targeted by certain spells
Imprisonment
Legacy
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Spells
Basic Rules (2014)
spell, you choose one of the following forms of imprisonment.
Burial. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing
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
Equipment
usually buried out of sight, but certain flowers like to grow around burial pits giving their positions away and egg-hunting hogs can be trained to sniff them out. Not known for powerful maternal
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Dragon’s Resistance. The kobold has resistance to a type of damage based on the color of dragon that invested it with power (choose or roll a d10;{"diceNotation":"1d10","rollType":"roll
unworthy of their status and are desperate to prove themselves deserving of it. But they also have the ability to rally in the face of certain death, inspiring others to follow them into battle.
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
Mordenkainen Presents: Monsters of the Multiverse
violet eyes. In a breeze or when aloft, the creature’s scales and hair appear to blaze with a holy, golden fire.
Beyond their coloration, ki-rins vary in appearance based on the deity each one
to inspire and strengthen the side of good or to rescue heroes from certain death.
Ki-rins are attracted to the worship of deities of courage, loyalty, selflessness, and truth, as well as to the
Monsters
Quests from the Infinite Staircase
; 3–4, purple blossom; or 5–6, snapper saw. This form determines certain traits in this stat block.
False Appearance. If the horrid plant is motionless at the start of combat, it has
creature, it has the grappled condition (escape DC 14), and the horrid plant can pull the target up to 25 feet closer to itself. Until the grapple ends, the target has the restrained condition, and the
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
Van Richten’s Guide to Ravenloft
Formed by the Mists. When created, the horror’s body composition takes one of four forms: Aberrant Armor, Loathsome Limbs, Malleable Mass, or Oozing Organs. This form determines certain traits
"} necrotic damage and be restrained as it begins to turn to stone. A restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a
Monsters
Van Richten’s Guide to Ravenloft
Formed by the Mists. When created, the horror’s body composition takes one of four forms: Aberrant Armor, Loathsome Limbs, Malleable Mass, or Oozing Organs. This form determines certain traits
","rollType":"damage","rollAction":"Petrifying Hex","rollDamageType":"necrotic"} necrotic damage and be restrained as it begins to turn to stone. A restrained creature must repeat the saving throw at the
Monsters
Van Richten’s Guide to Ravenloft
Formed by the Mists. When created, the horror’s body composition takes one of four forms: Aberrant Armor, Loathsome Limbs, Malleable Mass, or Oozing Organs. This form determines certain traits
","rollDamageType":"necrotic"} necrotic damage and be restrained as it begins to turn to stone. A restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends
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
Monsters
Van Richten’s Guide to Ravenloft
Formed by the Mists. When created, the horror’s body composition takes one of four forms: Aberrant Armor, Loathsome Limbs, Malleable Mass, or Oozing Organs. This form determines certain traits
or take 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Petrifying Hex","rollDamageType":"necrotic"} necrotic damage and be restrained as it begins to turn to stone. A restrained
Monsters
Van Richten’s Guide to Ravenloft
Formed by the Mists. When created, the horror’s body composition takes one of four forms: Aberrant Armor, Loathsome Limbs, Malleable Mass, or Oozing Organs. This form determines certain traits
":"necrotic"} necrotic damage and be restrained as it begins to turn to stone. A restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target. When you cast the spell, you choose one of the following forms of imprisonment. Burial. The
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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target. When you cast the spell, you choose one of the following forms of imprisonment. Burial. The
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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target. When you cast the spell, you choose one of the following forms of imprisonment. Burial. The
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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target. When you cast the spell, you choose one of the following forms of imprisonment. Burial. The
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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target. When you cast the spell, you choose one of the following forms of imprisonment. Burial. The
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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target. When you cast the spell, you choose one of the following forms of imprisonment. Burial. The
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
target is restrained and takes 15 (3d8 + 2);{"diceNotation":"3d8+2","rollType":"damage","rollAction":"Tentacles","rollDamageType":"bludgeoning"} bludgeoning damage at the start of each of its turns
ocean to the void of the Astral Plane. Anything on or within a certain distance of a morkoth’s isle is drawn with it in its journey through the planes. Thus, people from lost civilizations and
Yuan-ti Pureblood
Legacy
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races
Volo's Guide to Monsters
with that of snakes, producing a caste-based society of hybrids in which the most snakelike are the leaders and the most humanlike are spies and agents in foreign lands.
Humans Transformed
The
caste system based on how complete a person’s transformation was. The vast majority of yuan-ti fall into three categories — abominations, malisons, and purebloods — while the mutated
races
Acquisitions Incorporated
, particularly those based on physical characteristics such as gender, race, or appearance.
Wide-Eyed and Curious
Verdan are hungry to undertake new challenges and absorb new experiences. When they meet
When a verdan character gains an ability score improvement at certain levels, that increase can be tied to a physical mutation at the player’s determination. A boost to Strength might be
Compendium
- Sources->Dungeons & Dragons->Monster Manual
... 1 The burial litter of a lost hero. 2 A caravan wagon full of trade goods. 3 A live elephant. 4 1d4 eggs larger than adult humans. 5 Someone marooned in the nest. 6 A statue of a knight riding a
. Hit: 23 (4d6 + 9) Slashing damage. If the target is a Huge or smaller creature, it has the Grappled condition (escape DC 19) from both talons, and it has the Restrained condition until the grapple ends
Compendium
- Sources->Dungeons & Dragons->Monster Manual
... 1 The burial litter of a lost hero. 2 A caravan wagon full of trade goods. 3 A live elephant. 4 1d4 eggs larger than adult humans. 5 Someone marooned in the nest. 6 A statue of a knight riding a
. Hit: 23 (4d6 + 9) Slashing damage. If the target is a Huge or smaller creature, it has the Grappled condition (escape DC 19) from both talons, and it has the Restrained condition until the grapple ends
Compendium
- Sources->Dungeons & Dragons->Monster Manual
... 1 The burial litter of a lost hero. 2 A caravan wagon full of trade goods. 3 A live elephant. 4 1d4 eggs larger than adult humans. 5 Someone marooned in the nest. 6 A statue of a knight riding a
. Hit: 23 (4d6 + 9) Slashing damage. If the target is a Huge or smaller creature, it has the Grappled condition (escape DC 19) from both talons, and it has the Restrained condition until the grapple ends
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
character can wrench the lever into place. The DM sets the DC for any such check based on the difficulty of the task. Characters can also damage objects with their weapons and spells. Objects are immune
certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
character can wrench the lever into place. The DM sets the DC for any such check based on the difficulty of the task. Characters can also damage objects with their weapons and spells. Objects are immune
certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
character can wrench the lever into place. The DM sets the DC for any such check based on the difficulty of the task. Characters can also damage objects with their weapons and spells. Objects are immune
certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
character’s life? If your character made a different decision, how might their life be different? How would they be different if they made choices based on others’ expectations? What is something your
character wishes they could change about themselves? How would the best version of themselves be different? What is your character’s signature possession or physical trait? What makes you certain that
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
character can wrench the lever into place. The DM sets the DC for any such check based on the difficulty of the task. Characters can also damage objects with their weapons and spells. Objects are immune
certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
character can wrench the lever into place. The DM sets the DC for any such check based on the difficulty of the task. Characters can also damage objects with their weapons and spells. Objects are immune
certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
character can wrench the lever into place. The DM sets the DC for any such check based on the difficulty of the task. Characters can also damage objects with their weapons and spells. Objects are immune
certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are






