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Returning 20 results for 'calling with restrained'.
Other Suggestions:
casting with restrained
ceiling with restrained
causing with restrained
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Kraken Beneath the waves, the kraken sleeps for untold ages, awaiting some fell sign or calling. Land-born mortals who sail the open sea forget the reasons their ancestors dreaded the ocean, even as
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
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Kraken Beneath the waves, the kraken sleeps for untold ages, awaiting some fell sign or calling. Land-born mortals who sail the open sea forget the reasons their ancestors dreaded the ocean, even as
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
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
this moss-covered maze of tunnels, luring them into dead-end caves using hallucinations (such as the sound of someone calling for help). M8. Pools This dead-end cavern opens wide, and the lingering
takes 22 (4d10) bludgeoning damage, falls prone, and is restrained by the rubble and unable to stand up; on a successful save, the creature takes half as much damage and isn’t trapped in the rubble or
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
attack or be damaged. In Draconic, they accuse the characters of trespassing, calling them desecraters and betrayers. A character can calm the spirits by assuring them in Draconic of the party’s
. If a creature fails this check by 5 or more, it gets stuck, is restrained, and risks drowning. A creature can free itself or a creature within reach by using an action to shift the rubble and
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
attack or be damaged. In Draconic, they accuse the characters of trespassing, calling them desecraters and betrayers. A character can calm the spirits by assuring them in Draconic of the party’s
. If a creature fails this check by 5 or more, it gets stuck, is restrained, and risks drowning. A creature can free itself or a creature within reach by using an action to shift the rubble and
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
this moss-covered maze of tunnels, luring them into dead-end caves using hallucinations (such as the sound of someone calling for help). M8. Pools This dead-end cavern opens wide, and the lingering
takes 22 (4d10) bludgeoning damage, falls prone, and is restrained by the rubble and unable to stand up; on a successful save, the creature takes half as much damage and isn’t trapped in the rubble or
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
make a DC 15 Dexterity saving throw. On a failed save, a creature takes an additional 28 (8d6) bludgeoning damage and is restrained beneath the rubble. On a successful save, the creature takes half
the bludgeoning damage and is not restrained. The collapse makes the entire area of the warehouse difficult terrain, and each creature that starts its turn in the warehouse thereafter takes 7 (2d6
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
make a DC 15 Dexterity saving throw. On a failed save, a creature takes an additional 28 (8d6) bludgeoning damage and is restrained beneath the rubble. On a successful save, the creature takes half
the bludgeoning damage and is not restrained. The collapse makes the entire area of the warehouse difficult terrain, and each creature that starts its turn in the warehouse thereafter takes 7 (2d6
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Damage Immunities psychic
Condition Immunities charmed, frightened, paralyzed, petrified, poisoned, restrained
Senses darkvision 60 ft., passive Perception 16
Languages Deep Speech
Challenge
take 22 (5d8) necrotic damage and be blinded and restrained by masses of swarming worms. The affected creature takes 22 (5d8) necrotic damage at the start of each of the mage’s turns. The creature can
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Damage Immunities psychic
Condition Immunities charmed, frightened, paralyzed, petrified, poisoned, restrained
Senses darkvision 60 ft., passive Perception 16
Languages Deep Speech
Challenge
take 22 (5d8) necrotic damage and be blinded and restrained by masses of swarming worms. The affected creature takes 22 (5d8) necrotic damage at the start of each of the mage’s turns. The creature can
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
advantage on the check. At their reduced size, the characters can easily slip through the mouse hole to escape Onyx. My mother must be getting new cats and just calling them Onyx. Otherwise, Onyx
the end of their next turn. If the check fails by 5 or more, the character is restrained until they or another character succeeds on a DC 12 Strength (Athletics) check to free them.
4 A cloak
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
advantage on the check. At their reduced size, the characters can easily slip through the mouse hole to escape Onyx. My mother must be getting new cats and just calling them Onyx. Otherwise, Onyx
the end of their next turn. If the check fails by 5 or more, the character is restrained until they or another character succeeds on a DC 12 Strength (Athletics) check to free them.
4 A cloak
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
automatically. An unconscious character is restrained by the vines and takes 66 (12d10) piercing damage at the start of each of its turns until it is no longer restrained in this way. Characters can kill the
afraid but seems curious, and he is clean and seems well fed. He addresses the robed figure, calling her Xanthoria and asking her to show him what she’s doing in an attempt to alleviate his boredom
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
goblin on the bridge waits to see if the first flood got rid of all the intruders before calling for the second flood to be released. H6: Goblin Den The Cragmaw raiders stationed in the hideout use this
climb down the chimney to area H3 and flee the complex. However, he must succeed on a DC 10 Dexterity check to wriggle through the narrow opening to area H3. On a failed check, he has the restrained
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
goblin on the bridge waits to see if the first flood got rid of all the intruders before calling for the second flood to be released. H6: Goblin Den The Cragmaw raiders stationed in the hideout use this
climb down the chimney to area H3 and flee the complex. However, he must succeed on a DC 10 Dexterity check to wriggle through the narrow opening to area H3. On a failed check, he has the restrained
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
marked “6”). They are difficult terrain, and a creature trying to move through them must succeed on a DC 10 Strength (Athletics) check. On a failure, the creature is restrained in the webs (see the
Basic Rules for the effects of being restrained). A snared creature can take an action each round to attempt to break free with a DC 12 Strength check, or it can try to cut its way free by using a light
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
automatically. An unconscious character is restrained by the vines and takes 66 (12d10) piercing damage at the start of each of its turns until it is no longer restrained in this way. Characters can kill the
afraid but seems curious, and he is clean and seems well fed. He addresses the robed figure, calling her Xanthoria and asking her to show him what she’s doing in an attempt to alleviate his boredom
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
marked “6”). They are difficult terrain, and a creature trying to move through them must succeed on a DC 10 Strength (Athletics) check. On a failure, the creature is restrained in the webs (see the
Basic Rules for the effects of being restrained). A snared creature can take an action each round to attempt to break free with a DC 12 Strength check, or it can try to cut its way free by using a light
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
the environment grasp the target. If a target fails the save by 5 or more, it is restrained instead for that duration. The mimic colony uses the Help action, aiding a creature of its choice within 300
Keys d6 Key 1 Throwing a silver orb through an ancient arch 2 Spilling a pint of humanoid blood 3 Calling the name of a specific archfey three times 4 Wearing the regalia of a lost royal dynasty 5 Permanently sacrificing a memory of joy 6 Being the descendant of a legendary hero
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
the environment grasp the target. If a target fails the save by 5 or more, it is restrained instead for that duration. The mimic colony uses the Help action, aiding a creature of its choice within 300
Keys d6 Key 1 Throwing a silver orb through an ancient arch 2 Spilling a pint of humanoid blood 3 Calling the name of a specific archfey three times 4 Wearing the regalia of a lost royal dynasty 5 Permanently sacrificing a memory of joy 6 Being the descendant of a legendary hero