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Returning 35 results for 'chains can'.
Monsters
Monster Manual
":"Slashing"} Slashing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two chains, and it has the Restrained condition until the grapple
ends.
Conjure Infernal Chain. The devil conjures a fiery chain to bind a creature. Dexterity Saving Throw: DC 15, one creature the devil can see within 60 feet. Failure: 9 (2d4 + 4);{"diceNotation
Spells
Player’s Handbook
is entombed beneath the earth in a hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe.
Chaining. Chains firmly rooted in the
You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is unaffected, and it is immune to this
Monsters
Tyranny of Dragons
can see within 30 feet of him. The target is wrapped in magical chains of fire and restrained. The restrained target takes 21 (6d6);{"diceNotation":"6d6","rollType":"damage","rollAction":"Hellish
Chains","rollDamageType":"fire"} fire damage at the start of each of its turns. At the end of its turns, the target can make a DC 17 Strength saving throw, ending the effect on itself on a success.FireAcid, Cold, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Tales from the Yawning Portal
Amphibious. The dragon turtle can breathe air and water.
Reduced Threat. This creature has -2 penalty on all ability checks and saving throws.
Chains. Magic infuses the chains, which are long
Monsters
Guildmasters’ Guide to Ravnica
effects.Multiattack. The angel makes two attacks with its scythe. It can substitute Chains of Obligation for one of these attacks.
Scythe. Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to
(6d8);{"diceNotation":"6d8","rollType":"damage","rollAction":"Scythe","rollDamageType":"necrotic"} necrotic damage.
Chains of Obligation. The angel targets one creature charmed by it that it can see
Monsters
Planescape: Adventures in the Multiverse
roll a d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Planar Smithing"}):
1–2: Chains. The matter smith creates spectral bindings around a creature it can see within 30 feet of
Monsters
Candlekeep Mysteries
Multiattack. The dragon tortoise makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.
Bite. Melee Weapon Attack: +13
","rollAction":"Sand Breath","rollDamageType":"slashing"} slashing damage on a failed save, or half as much damage on a successful one.Ogruhl has been trapped here for millennia, restrained by magic chains
Monsters
Eberron: Rising from the Last War
creature is charmed by the radiant idol. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the
idol can innately cast the following spells, requiring no material components:
At will: charm person, cure wounds, disguise self, thaumaturgy
1/day each: commune, dominate person, insect plague, mass
Magic Items
Bigby Presents: Glory of the Giants
This gorgeous jewelry piece, crafted by the wizard Bigby himself, consists of four gold rings attached via delicate chains to a wrist cuff studded with sapphires and diamonds.
Random Properties. The
detrimental property
Dexterous Fingers. While wearing the bracelet, you can cast mage hand.
Force Sculpture. By focusing and channeling the bracelet’s magic for 1 minute, you can create a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
"} piercing damage, and the target is grappled (escape DC 11) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the tlincalli can’t use the spiked chain
target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Tlincallis, also called scorpion folk, are chitin-covered creatures with a humanlike upper body
Monsters
Storm King's Thunder
Amphibious. Hekaton can breathe air and water.Multiattack. Hekaton makes two attacks with his broken chains.
Broken Chain. Melee Weapon Attack: +14;{"diceNotation":"1d20+14","rollType":"to hit
hurls a magical lightning bolt at a point he can see within 500 feet of him. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8);{"diceNotation
Monsters
Bigby Presents: Glory of the Giants
Hill Rune. The giant has a hill rune inscribed on a rock or some other object in its possession. While holding or wearing the object bearing the rune, the giant can use its Stone Avalanche action and
it turns to dust if reduced to 0 hit points or when the giant dies. If the rune is destroyed, the giant can inscribe a hill rune on an object in its possession when it finishes a short or long rest
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Fey Ancestry. The shadar-kai has advantage on saving throws against being charmed, and magic can’t put it to sleep.Multiattack. The shadar-kai makes three Spiked Chain attacks. It can use
grapple ends, the target is restrained, and the shadar-kai can’t grapple another target.
5–6: Topple. The target is knocked prone.Those who have fought shadow dancers describe the
Backgrounds
Sword Coast Adventurer's Guide
it more difficult to pursue a personal agenda that doesn’t fit with the group’s objectives — but on the other hand, you can take down much more formidable targets with the help of
in a situation. Never tell me the odds.
7
The best way to get me to do something is to tell me I can’t do it.
8
I blow up at the slightest insult.
d6
Ideal
1
Yeenoghu
Legacy
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Monsters
Out of the Abyss
). He can innately cast the following spells, requiring no material components:
At will: detect magic, spiritual weapon (8th-level spell, 4d8 + 2;{"diceNotation":"4d8+2","rollType":"damage
","rollDamageType":"force"} force damage on a hit, appears as a flail)
3/day each: dispel magic, fear, invisibility
1/day each: teleport
Legendary Resistance (3/Day). If Yeenoghu fails a saving throw, he can
Monsters
Planescape: Adventures in the Multiverse
Boundless Movement. The shator ignores difficult terrain, and magical effects can’t reduce its speed. It can spend 5 feet of movement to automatically remove the grappled condition from itself
.
Jailer (1/Day). The shator can cast the imprisonment spell, requiring no material components and using Intelligence as the spellcasting ability (chaining effect only; spell save DC 18
Monsters
Waterdeep: Dungeon of the Mad Mage
attunement). It can be used as an arcane focus. Whoever is attuned to the blast scepter gains resistance to fire and lightning damage and can, as an action, use it to cast thunderwave as a 4th-level spell
/Day). If Halaster fails a saving throw, he can choose to succeed instead.
Rejuvenation. If Halaster dies in Undermountain, he revives after 1d10 days, with all his hit points and any missing body
Magic Items
The Book of Many Things
and wrap around you. You have the restrained condition until the chains are destroyed or you are freed. While you have this condition, you can’t cast spells, and any magic items you’re
wearing or carrying have their properties suppressed. You draw no more cards. The chains are immune to damage and can’t be dispelled using the Dispel Magic spell or similar magic. However, a
Backgrounds
Baldur’s Gate: Descent into Avernus
only breaking knees when it can plausibly be claimed as an act of personal revenge. Others join up with crews for protection, or with the Guild itself. A few former Guild members have been cast out of
to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
BALDUR’S GATE
Chain Devil
Legacy
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Monsters
Basic Rules (2014)
Chains (Recharges after a Short or Long Rest). Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the
makes two attacks with its chains.
Chain. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Chain"} to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4);{"diceNotation
Monsters
Lost Laboratory of Kwalish
Reckless. At the start of its turn, the immured one can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn
.
Sunlight Sensitivity. While in sunlight, an immured one has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Shackling Chains. Melee Weapon Attack: +5
spells
Barbed chains ending in meat hooks burst from the ground from a point you can see within range, flailing in a 20-foot-radius Sphere.
Each creature in the area makes a Dexterity saving throw. On a
saving throw or have the Restrained condition while in the area or until it breaks free. A creature Restrained by the chains can take an action to make a Strength (Athletics) check against your spell
Feats
Planescape: Adventures in the Multiverse
restrained condition until the start of your next turn. These bindings manifest as chains or some other symbol of stasis. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
You can channel cosmic forces of order to gain these benefits:
Ability Score Increase. Increase an ability score of your choice by 1, to a maximum of 20.
Stasis Strike. Once per turn, when you
Criminal / Spy
Legacy
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Backgrounds
Basic Rules (2014)
I can’t do it.
8
I blow up at the slightest insult.
d6
Ideal
1
Honor. I don’t steal from others in the trade. (Lawful)
2
Freedom. Chains are meant to
; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Variant Criminal: Spy
Although your capabilities are not much different
Imprisonment
Legacy
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Spells
Basic Rules (2014)
You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell
can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.
The special component for this version of the spell is a small mithral orb.
Chaining. Heavy
Barbarian
Legacy
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Classes
Basic Rules (2014)
by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt.
Barbarians come alive in the chaos of combat. They can enter a
berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
masonry. The chains are similar to the ones that bind Elturel. Characters who examine a chain can tell that some intense, supernatural force caused one or more of its links to sunder. Although the cause
of the damage can’t be ascertained, characters can conclude that breaking the chains of Elturel is not beyond the realm of possibility.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
masonry. The chains are similar to the ones that bind Elturel. Characters who examine a chain can tell that some intense, supernatural force caused one or more of its links to sunder. Although the cause
of the damage can’t be ascertained, characters can conclude that breaking the chains of Elturel is not beyond the realm of possibility.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.
Animate Chains (Recharges after a Short or Long Rest). Up to four chains the devil can see within 60 feet
Chain Devil (Kyton) This ominous fiend wears chains like a shroud. Driving lesser creatures before it with its fearsome gaze, a chain devil animates the chains that cover its body as well as
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.
Animate Chains (Recharges after a Short or Long Rest). Up to four chains the devil can see within 60 feet
Chain Devil (Kyton) This ominous fiend wears chains like a shroud. Driving lesser creatures before it with its fearsome gaze, a chain devil animates the chains that cover its body as well as
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
-square indentation in the center of the floor contains four pulleys attached to taut iron chains that stretch up through a similarly sized hole in the rotted wooden ceiling. Standing next to the chains
are four tall clay statues.
The four statues are clay golems that defend themselves if attacked. Otherwise, their sole purpose is to operate the elevator, which they do by pulling on the chains. The
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Dragon in Chains While Cryovain is chained to the deck, he is restrained. Two chains are secured to an iron collar around his neck. Two more chains secure his back legs. A creature can use a bonus
action on its turn to magically release the four chains by speaking a command word (“uvenfetter”) while within 60 feet of the dragon. Only Storvald and Nilraun know the command word. A knock spell or a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
impossible without the aid of magic or the use of a climber’s kit, because the walls are smooth and slick with mildew, and the greasy iron chains are too thick and slippery to grasp. Set into the roof of the shaft is a 5-foot-square stone trapdoor that can be pushed open to reveal area K47.
K31a. Elevator Shaft Cold air fills this rectangular shaft, the walls of which are coated with mildew and worn smooth. Taut iron chains extend up and down the shaft. The links of the chains are thick
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
-square indentation in the center of the floor contains four pulleys attached to taut iron chains that stretch up through a similarly sized hole in the rotted wooden ceiling. Standing next to the chains
are four tall clay statues.
The four statues are clay golems that defend themselves if attacked. Otherwise, their sole purpose is to operate the elevator, which they do by pulling on the chains. The
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
impossible without the aid of magic or the use of a climber’s kit, because the walls are smooth and slick with mildew, and the greasy iron chains are too thick and slippery to grasp. Set into the roof of the shaft is a 5-foot-square stone trapdoor that can be pushed open to reveal area K47.
K31a. Elevator Shaft Cold air fills this rectangular shaft, the walls of which are coated with mildew and worn smooth. Taut iron chains extend up and down the shaft. The links of the chains are thick