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                        Returning 14 results for 'capturing with requiring'.
                    
                
                        
                            
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                                        capturing with repairing
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     Shift (2/Day). The hawk casts Plane Shift on itself, requiring no spell components and using Wisdom as the spellcasting ability.When a beloved animal companion dies traumatically alongside its master
                                                
                                            
                                                
                                                     of Many Things (see chapter 19)— seeks out harrow hawks, capturing them and training them as hunting animals. The Grim Harrow dispatches these Undead companions from the Gardens of Decay to
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                    Innate Spellcasting. The mage’s innate spellcasting ability is Intelligence (spell save DC 14). It can cast the following spells, requiring no material components:
3/day: detect thoughts, mage
                                                
                                            
                                                
                                                     spellcasters, are capable of capturing glimpses of the future. They are typically employed to anticipate the actions of wanted criminals, thus aiding in their capture.
GEETRA
Geetra is a precognitive mage
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
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Spellcasting. The yakfolk casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 14; +6;{"diceNotation":"1d20+6", "rollType
                                                
                                            
                                                
                                                     a male Yikaria, but its face is worn smooth into a featureless mask. The deity is appeased by sacrifice, which its followers carry out by capturing Humanoids and putting them to death by fire
                                                
                                            
                                        
                                                    Yuan-ti Pureblood
                                                    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     serpent gods taught the humans how to take on aspects of the snake, but the cost of the change was high, requiring many sacrifices for each person to be transformed. Entire households of slaves in
                                                
                                            
                                                
                                                     many methods for capturing enemies, such as poisoning, knocking out an opponent instead of making a killing blow, throwing nets, using magic such as suggestion, or restraining them in the coils of a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                    20. Priests’ Quarters The door to this room is locked, requiring thieves’ tools and a successful DC 15 Dexterity check to open. Nezznar (area 19) carries the key. Unless the characters are being
                                                
                                            
                                                
                                                     the dwarf might know more about the mine than he admitted. The drow has interrogated Nundro harshly once or twice a day ever since capturing him. Developments Nundro is grateful if the adventurers
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     world to another. The Grim Harrow—a band of Undead beings created by the Deck of Many Things (see chapter 19)—seeks out harrow hawks, capturing them and training them as hunting animals. The Grim
                                                
                                            
                                                
                                                     itself, requiring no spell components and using Wisdom as the spellcasting ability.
 Bonus Actions
 Shadow Dash. When the hawk is in dim light or darkness, it teleports up to 30 feet to an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     they force their targets to desperate limits, night hags claim their victims’ tormented spirits, capturing them in sinister traps called soul bags. The hags then slip between planes of existence to
                                                
                                            
                                                
                                                     Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell’s normal casting time, and using Intelligence as the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                    5. Slave Pens For the past two months, the Redbrands have been capturing travelers in the area and holding them in these pens until they can be sold into slavery. This long room is partitioned into
                                                
                                            
                                                
                                                     requiring thieves’ tools and a successful DC 10 Dexterity check to pick. The doors can also be wrenched open by brute force with a successful DC 22 Strength check. Captives The three human commoners
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     is Wisdom (spell save DC 23). Isperia can innately cast imprisonment twice per day, requiring no material components.
 Inscrutable. Isperia is immune to any effect that would sense her emotions or
                                                
                                            
                                                
                                                     capable of capturing glimpses of the future. They are typically employed to anticipate the actions of wanted criminals, thus aiding in their capture.
  GEETRA
 Geetra is a precognitive mage who
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     iron strongbox, requiring thieves’ tools and a successful DC 20 Dexterity check to open. This pay chest contains 600 cp, 180 sp, 90 ep, and 60 gp. W6: South Quarters This was a miners’ barrack, where
                                                
                                            
                                                
                                                    : Priests’ Quarters The door to this room is locked, requiring thieves’ tools and a successful DC 15 Dexterity check to open. Nezznar (area W19) carries the key. Unless the characters are being
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     can view the dragon’s route in Xardorok’s war room (area X4). Xardorok is capturing Underdark monsters, which he plans to unleash upon Icewind Dale. He has also captured a myconid sovereign and is
                                                
                                            
                                                
                                                     Spellcasting (Psionics). Grandolpha’s innate spellcasting ability is Wisdom (spell save DC 13). She can innately cast the following spells, requiring no material components:
 At will: druidcraft, mending
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     Redbrands have been capturing travelers in the area and holding them until they can be ransomed. This long room is partitioned into three areas, with iron bars walling off the north and south. Filthy
                                                
                                            
                                                
                                                     positions against the wall near the door, then try to surprise intruders. The captives are too intimidated to shout warnings or call for help. Cell Doors. The cell doors feature simple locks requiring
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    , telepathy 120 ft.
 Challenge 5 (1,800 XP)
 Innate Spellcasting. The barlgura’s spellcasting ability is Wisdom (spell save DC 13). The barlgura can innately cast the following spells, requiring no
                                                
                                            
                                                
                                                     that have deserted their lords. Capturing and returning such traitors allows a chasme to torment the victim without fear of reprisal. Chasme
 Large fiend (demon), chaotic evil
 Armor Class 15 (natural
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
                                                    
                                                
                                            
                                                     lock for 10 minutes, lowering the DCs by 10 during that time. The mechanical lock remains intact if the magical lock is bypassed, requiring another knock spell or the use of the key. The key, which
                                                
                                            
                                                
                                                     for 1 round, after which they disperse into the dungeon. 18. Prison Each door that lead to the prison chamber is locked, requiring a DC 15 Dexterity check using thieves’ tools to unlock, and also
                                                
                                            
                                        






