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Returning 35 results for 'burning been diffusing confined restrained'.
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bring been diffusing coined restrained
burning been diffusing contained restrained
Monsters
Monster Manual
: Half damage. Failure or Success: The target starts burning.2: Freezing Waves. Strength Saving Throw: DC 23, each creature in a 90-foot Cone. Failure: 22 (5d8);{"diceNotation":"5d8", "rollType":"damage
target has the Restrained condition, has Total Cover, and is suffocating. As an action, a buried creature or another creature within 5 feet of it can make a DC 18 Strength (Athletics) check. On a
Monsters
Tyranny of Dragons
the start of each of its turns, the burning target takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Ignite Enemy","rollDamageType":"fire"} fire damage. A creature within reach of
. Melee Spell Attack: +9;{"diceNotation":"1d20+9","rollType":"spell","rollAction":"Burning Touch"} to hit, reach 5 ft., one target. Hit: 18 (4d8);{"diceNotation":"4d8","rollType":"damage","rollAction
Hellfire Engine
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
, the creature is also restrained until it's no longer in the same space as the hellfire engine. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 18
the saving throw are drenched in burning acid and take 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollDamageType":"fire"} fire damage plus 9 (2d8);{"diceNotation":"2d8","rollType":"damage
Juiblex
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
saving throw or become restrained. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save. A restrained creature is stuck as long as it
remains in the slimy area or until it breaks free. The restrained creature, or another creature who can reach it, can use its action to try to break free and must succeed on a DC 21 Strength check
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"bludgeoning"} bludgeoning damage.
If the hellfire engine remains in the prone creature’s space, the creature is also restrained until it’s no longer in the same space as the hellfire engine
. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 18 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5
Monsters
Mordenkainen Presents: Monsters of the Multiverse
after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollAction":"Slippery Slime","rollDamageType":"fire"} fire damage.
Sticky
saving throw or become restrained. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save.
A restrained creature is stuck as long
Monsters
The Book of Many Things
intruders in sight with reckless abandon.
Cultists of Aurnozci
Aurnozci grants its cultists the following trait:
Burning Corpse. When the creature dies, its body is reduced to a pile of smoldering
embers in the space where it fell. The ashes take 1 minute to cool. Until then, a creature takes 3 (1d6);{"diceNotation":"1d6", "rollType":"damage", "rollAction":"Burning Corpse", "rollDamageType":"fire
Imprisonment
Legacy
This doesn't reflect the latest rules and lore.
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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
a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.
The special component for this version of the spell is a miniature representation of the prison made from jade
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Idyllglen Features The town of Idyllglen has the following general features. Borders The characters are confined to the part of Idyllglen shown on map 4.2. Beyond the edges of the map, everything is
must make a DC 15 Wisdom saving throw, taking 22 (4d10) psychic damage on a failed save, or half as much damage on a successful one. Burning Buildings The unlabeled buildings on map 4.2 are homes and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Idyllglen Features The town of Idyllglen has the following general features. Borders The characters are confined to the part of Idyllglen shown on map 4.2. Beyond the edges of the map, everything is
must make a DC 15 Wisdom saving throw, taking 22 (4d10) psychic damage on a failed save, or half as much damage on a successful one. Burning Buildings The unlabeled buildings on map 4.2 are homes and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Idyllglen Features The town of Idyllglen has the following general features. Borders The characters are confined to the part of Idyllglen shown on map 4.2. Beyond the edges of the map, everything is
must make a DC 15 Wisdom saving throw, taking 22 (4d10) psychic damage on a failed save, or half as much damage on a successful one. Burning Buildings The unlabeled buildings on map 4.2 are homes and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
stalagmites as in the southern districts. Openness doesn’t mean welcoming, however. The duergar who ply their trades here are wary of all the foreigners confined by law to this part of the city. A wave of
heat slams against you as an acrid smog rises to choke the air out of your lungs. The Darklake spreads out beyond a jumble of buildings and streets, reflecting the lights of countless fires burning
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
stalagmites as in the southern districts. Openness doesn’t mean welcoming, however. The duergar who ply their trades here are wary of all the foreigners confined by law to this part of the city. A wave of
heat slams against you as an acrid smog rises to choke the air out of your lungs. The Darklake spreads out beyond a jumble of buildings and streets, reflecting the lights of countless fires burning
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
stalagmites as in the southern districts. Openness doesn’t mean welcoming, however. The duergar who ply their trades here are wary of all the foreigners confined by law to this part of the city. A wave of
heat slams against you as an acrid smog rises to choke the air out of your lungs. The Darklake spreads out beyond a jumble of buildings and streets, reflecting the lights of countless fires burning
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
succeed on a DC 21 Strength saving throw or become restrained. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save.
A restrained
creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained creature, or another creature that can reach it, can use its action to try to break free and must succeed
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
succeed on a DC 21 Strength saving throw or become restrained. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save.
A restrained
creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained creature, or another creature that can reach it, can use its action to try to break free and must succeed
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
succeed on a DC 21 Strength saving throw or become restrained. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save.
A restrained
creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained creature, or another creature who can reach it, can use its action to try to break free and must succeed
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
succeed on a DC 21 Strength saving throw or become restrained. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save.
A restrained
creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained creature, or another creature who can reach it, can use its action to try to break free and must succeed
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
(Athletics) check, someone not using the lever can get a grip on the bottom of the door, eliminating the disadvantage. After 5 rounds, characters confined by the trap hear the sound of stone slowly
becomes difficult terrain after 1 minute. After 3 minutes of accumulation, a creature that moves through the sand must make a DC 10 Strength or Dexterity saving throw, becoming restrained on a failed
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, burning cinders, and heated smoke. These beings are tangible despite largely being made of flames and particles, and they can uses their vague limbs to ignite foes and flammable materials. Fire elementals
humanoid.
6 Smoke that forms eerie shapes or symbols.
7 Soot that smells like cedar, cloves, incense, or burning meat.
8 Swirls of cinders and burning debris.
Fire Elemental
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, burning cinders, and heated smoke. These beings are tangible despite largely being made of flames and particles, and they can uses their vague limbs to ignite foes and flammable materials. Fire elementals
humanoid.
6 Smoke that forms eerie shapes or symbols.
7 Soot that smells like cedar, cloves, incense, or burning meat.
8 Swirls of cinders and burning debris.
Fire Elemental
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
succeed on a DC 21 Strength saving throw or become restrained. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save.
A restrained
creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained creature, or another creature who can reach it, can use its action to try to break free and must succeed
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
succeed on a DC 21 Strength saving throw or become restrained. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save.
A restrained
creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained creature, or another creature that can reach it, can use its action to try to break free and must succeed
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
(Athletics) check, someone not using the lever can get a grip on the bottom of the door, eliminating the disadvantage. After 5 rounds, characters confined by the trap hear the sound of stone slowly
becomes difficult terrain after 1 minute. After 3 minutes of accumulation, a creature that moves through the sand must make a DC 10 Strength or Dexterity saving throw, becoming restrained on a failed
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
(Athletics) check, someone not using the lever can get a grip on the bottom of the door, eliminating the disadvantage. After 5 rounds, characters confined by the trap hear the sound of stone slowly
becomes difficult terrain after 1 minute. After 3 minutes of accumulation, a creature that moves through the sand must make a DC 10 Strength or Dexterity saving throw, becoming restrained on a failed
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
end of the hall leads outside and can be pulled open to reveal the gardens (area S9). The sixty mongrelfolk confined here are fed at irregular intervals by Clovin Belview. Dinner is foretold by the
ringing of the abbey bell (area S17). These mongrelfolk aren’t restrained, but they refuse to leave their rooms for fear of being killed by the golem or cast out of the abbey and forced to fend for
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
end of the hall leads outside and can be pulled open to reveal the gardens (area S9). The sixty mongrelfolk confined here are fed at irregular intervals by Clovin Belview. Dinner is foretold by the
ringing of the abbey bell (area S17). These mongrelfolk aren’t restrained, but they refuse to leave their rooms for fear of being killed by the golem or cast out of the abbey and forced to fend for
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, burning cinders, and heated smoke. These beings are tangible despite largely being made of flames and particles, and they can uses their vague limbs to ignite foes and flammable materials. Fire elementals
humanoid.
6 Smoke that forms eerie shapes or symbols.
7 Soot that smells like cedar, cloves, incense, or burning meat.
8 Swirls of cinders and burning debris.
Fire Elemental
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
end of the hall leads outside and can be pulled open to reveal the gardens (area S9). The sixty mongrelfolk confined here are fed at irregular intervals by Clovin Belview. Dinner is foretold by the
ringing of the abbey bell (area S17). These mongrelfolk aren’t restrained, but they refuse to leave their rooms for fear of being killed by the golem or cast out of the abbey and forced to fend for
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
start of each of its turns, the burning target takes 5 (1d10) fire damage. A creature within reach of the fire can use an action to extinguish it.
Legendary Resistance (5/Day). While wearing the Mask of
the Dragon Queen, if Severin fails a saving throw, he can choose to succeed instead.
Actions
Burning Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 18 (4d8) fire damage
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
start of each of its turns, the burning target takes 5 (1d10) fire damage. A creature within reach of the fire can use an action to extinguish it.
Legendary Resistance (5/Day). While wearing the Mask of
the Dragon Queen, if Severin fails a saving throw, he can choose to succeed instead.
Actions
Burning Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 18 (4d8) fire damage
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
of each of its turns, the burning target takes 5 (1d10) fire damage. A creature within reach of the fire can use an action to extinguish it.
Legendary Resistance (5/Day). While wearing the Mask of
the Dragon Queen, if Severin fails a saving throw, he can choose to succeed instead.
Actions
Burning Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 18 (4d8) fire damage
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
become restrained as shadowy tendrils wrap around it for 1 minute. A restrained target can use its action to repeat the saving throw, ending the effect on itself on a success.
PATRON-SPECIFIC SPELLS
, hunger of Hadar, hypnotic pattern, phantasmal force, sleep
Fiend patron: blindness/deafness, burning hands, command, fireball, hellish rebuke, scorching ray
Great Old One patron: armor of Agathys
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
of each of its turns, the burning target takes 5 (1d10) fire damage. A creature within reach of the fire can use an action to extinguish it.
Legendary Resistance (5/Day). While wearing the Mask of
the Dragon Queen, if Severin fails a saving throw, he can choose to succeed instead.
Actions
Burning Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 18 (4d8) fire damage
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the start of each of its turns, the burning target takes 5 (1d10) fire damage. A creature within reach of the fire can use an action to extinguish it.
Legendary Resistance (5/Day). While wearing
the Mask of the Dragon Queen, if Severin fails a saving throw, he can choose to succeed instead.
Actions
Burning Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (4d8) fire






