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Returning 35 results for 'buttons bonded diffusing coming restrained'.
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Monsters
Acquisitions Incorporated
damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the ancient deep crow can't use its mandibles on another target.
Claw. Melee Weapon Attack: +11
regions within 6 miles of the lair.
Intermittent, echoing caws can be heard coming from all directions within 6 miles of the lair.
Subterranean beasts within 1 mile of the ancient deep crow's lair serve
Spells
Xanathar's Guide to Everything
.
Bless Water. You touch one vial of water and cause it to become holy water.
Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an
bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.
Monsters
The Book of Many Things
leader, a masked archmage called the Eye of Aurnozci.
Aurnozci’s followers believe the demon lord’s imprisonment is coming to an end, and soon the Caged Worm will shed its current form and
feet of itself and encases the creature in a constricting cocoon. The target must succeed on a DC 23 Strength saving throw or have the restrained condition for 1 minute. A target that starts its turn
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
the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Magister Kollema. After a moment’s stillness, the statue speaks.
“Students of Strixhaven,” Wise Kollema says in a voice that booms through the hall, yet echoes as if coming from afar. “Always
are yet to come. You are bonded, students of Strixhaven, to one another and to those you’ll never know. Never doubt the wondrousness of what you’ve learned or the remarkable place you hold as the link
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the
, the target can’t become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the
, the target can’t become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the
, the target can’t become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Magister Kollema. After a moment’s stillness, the statue speaks.
“Students of Strixhaven,” Wise Kollema says in a voice that booms through the hall, yet echoes as if coming from afar. “Always
are yet to come. You are bonded, students of Strixhaven, to one another and to those you’ll never know. Never doubt the wondrousness of what you’ve learned or the remarkable place you hold as the link
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Magister Kollema. After a moment’s stillness, the statue speaks.
“Students of Strixhaven,” Wise Kollema says in a voice that booms through the hall, yet echoes as if coming from afar. “Always
are yet to come. You are bonded, students of Strixhaven, to one another and to those you’ll never know. Never doubt the wondrousness of what you’ve learned or the remarkable place you hold as the link
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
portcullis. This object can be prevented from coming down by wedging it in place as if it were a pressure plate. Pressure Plate. The 10-foot-square section of floor marked on the map is the location of
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
portcullis. This object can be prevented from coming down by wedging it in place as if it were a pressure plate. Pressure Plate. The 10-foot-square section of floor marked on the map is the location of
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
portcullis. This object can be prevented from coming down by wedging it in place as if it were a pressure plate. Pressure Plate. The 10-foot-square section of floor marked on the map is the location of
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->Sword Coast Adventurer’s Guide
? Well, if you’re like many who’ve drifted up there from the south, it is because an easier life doesn’t suit you, you’re running from something, or you just don’t fit in anywhere else. Ten-Towns Coming up
Calimshan and farther east than I care to consider. The bones are also used to make all manner of small, sturdy tools: fish hooks, arrowheads, sewing needles, buttons, and more. Each town on the lakes has
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
? Well, if you’re like many who’ve drifted up there from the south, it is because an easier life doesn’t suit you, you’re running from something, or you just don’t fit in anywhere else. Ten-Towns Coming up
Calimshan and farther east than I care to consider. The bones are also used to make all manner of small, sturdy tools: fish hooks, arrowheads, sewing needles, buttons, and more. Each town on the lakes has
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
? Well, if you’re like many who’ve drifted up there from the south, it is because an easier life doesn’t suit you, you’re running from something, or you just don’t fit in anywhere else. Ten-Towns Coming up
Calimshan and farther east than I care to consider. The bones are also used to make all manner of small, sturdy tools: fish hooks, arrowheads, sewing needles, buttons, and more. Each town on the lakes has
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
just outside the cells. The guards remain at their stations until they hear significant sounds of activity coming from the ground level, or until a character ascends one of the staircases and comes into
storage facilities. The community is all but vacant at the present time, so there’s nothing the characters can learn by examining any of the buildings. Under normal circumstances, groups of bonded
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
the cracks, and you hear the sounds of shouting and hammering coming from somewhere beyond the wall.
The stones blocking the end of the tunnel can be easily moved to create a 3-foot-square opening
restrained and can’t use its Grabby Hands action or take reactions. A character who spends 1 minute trying to untangle its strings can make a DC 14 Dexterity (Sleight of Hand) check, freeing the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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
must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Cha 1 −5 −5
Immunities Acid, Cold, Lightning, Slashing; Charmed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrained
Senses Blindsight 60 ft.; Passive Perception 8
Languages
penalty to attack rolls immediately after dealing damage to the pudding and coming into contact with it. The weapon is destroyed if the penalty reaches −5. The penalty can be removed by casting the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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
must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
the cracks, and you hear the sounds of shouting and hammering coming from somewhere beyond the wall.
The stones blocking the end of the tunnel can be easily moved to create a 3-foot-square opening
restrained and can’t use its Grabby Hands action or take reactions. A character who spends 1 minute trying to untangle its strings can make a DC 14 Dexterity (Sleight of Hand) check, freeing the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Cha 1 −5 −5
Immunities Acid, Cold, Lightning, Slashing; Charmed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrained
Senses Blindsight 60 ft.; Passive Perception 8
Languages
penalty to attack rolls immediately after dealing damage to the pudding and coming into contact with it. The weapon is destroyed if the penalty reaches −5. The penalty can be removed by casting the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
just outside the cells. The guards remain at their stations until they hear significant sounds of activity coming from the ground level, or until a character ascends one of the staircases and comes into
storage facilities. The community is all but vacant at the present time, so there’s nothing the characters can learn by examining any of the buildings. Under normal circumstances, groups of bonded
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
the cracks, and you hear the sounds of shouting and hammering coming from somewhere beyond the wall.
The stones blocking the end of the tunnel can be easily moved to create a 3-foot-square opening
restrained and can’t use its Grabby Hands action or take reactions. A character who spends 1 minute trying to untangle its strings can make a DC 14 Dexterity (Sleight of Hand) check, freeing the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
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
must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
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
must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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
must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Cha 1 −5 −5
Immunities Acid, Cold, Lightning, Slashing; Charmed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrained
Senses Blindsight 60 ft.; Passive Perception 8
Languages
penalty to attack rolls immediately after dealing damage to the pudding and coming into contact with it. The weapon is destroyed if the penalty reaches −5. The penalty can be removed by casting the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
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
must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
just outside the cells. The guards remain at their stations until they hear significant sounds of activity coming from the ground level, or until a character ascends one of the staircases and comes into
storage facilities. The community is all but vacant at the present time, so there’s nothing the characters can learn by examining any of the buildings. Under normal circumstances, groups of bonded
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
that the dracolich can see. The creature must succeed on a DC 15 Dexterity saving throw or take 21 (6d6) bludgeoning damage and be knocked prone and buried under rubble. A buried creature is restrained
, magical or not, to reach areas V4 and V5. The character who bonded with the golem can command it to use its sapphire to break the seal and open the door. If the golem is instructed to open the door
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
that the dracolich can see. The creature must succeed on a DC 15 Dexterity saving throw or take 21 (6d6) bludgeoning damage and be knocked prone and buried under rubble. A buried creature is restrained
, magical or not, to reach areas V4 and V5. The character who bonded with the golem can command it to use its sapphire to break the seal and open the door. If the golem is instructed to open the door
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
that the dracolich can see. The creature must succeed on a DC 15 Dexterity saving throw or take 21 (6d6) bludgeoning damage and be knocked prone and buried under rubble. A buried creature is restrained
, magical or not, to reach areas V4 and V5. The character who bonded with the golem can command it to use its sapphire to break the seal and open the door. If the golem is instructed to open the door
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Perception 10
Languages Common
Challenge 3 (700 XP)
Bonded Mount. The knight is magically bound to a beast with an innate swimming speed trained to serve as its mount. While mounted on this beast
, the knight gains the beast’s senses and ability to breathe underwater. The bonded mount obeys the knight’s commands. If its mount dies, the knight can train a new beast to serve as its bonded mount






