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Returning 35 results for 'chains feet'.
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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
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
. Hit: 40 (9d8);{"diceNotation":"9d8","rollType":"damage","rollAction":"Flaming Orb","rollDamageType":"fire"} fire damage.
Scorching Burst. Severin chooses a point he can see within 60 feet of him. Each
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
enough to allow the dragon turtle free run of the chamber. When the dragon turtle moves, any creature within 10 feet of its path must succeed on a DC 12 Dexterity saving throw or be knocked
Monsters
Guildmastersâ Guide to Ravnica
Exploitation of the Debtors. As a bonus action, the angel targets a creature charmed by it that it can see within 30 feet of it. The angel deals 11 (2d10);{"diceNotation":"2d10","rollType":"damage
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
Monsters
Planescape: Adventures in the Multiverse
roll a d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Planar Smithing"}):
1â2: Chains. The matter smith creates spectral bindings around a creature it can see within 30 feet of
Monsters
Candlekeep Mysteries
DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon tortoise and knocked prone.
Sand Breath (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Sand Breath
","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
Aura of False Divinity. A creature that starts its turn within 30 feet of the radiant idol must make a DC 17 Wisdom saving throw, provided the radiant idol isn't incapacitated. On a failed save, the
radiant idol chooses a point on the ground it can see within 60 feet of it. A 30-foot-radius, 40-foot-high cylinder of bright light appears there until the start of the radiant idol's next turn. Each
Monsters
Bigby Presents: Glory of the Giants
giant conjures three stone balls connected by lines of magical force and throws them at one creature it can see within 60 feet of itself. The target must make a DC 16 Dexterity saving throw. On a
", "rollType":"damage", "rollAction":"Stone Bolas", "rollDamageType":"thunder"} thunder damage to the target and each creature within 10 feet of the target. On a successful save, the stones vanish without
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
spectral copy of a Large or smaller nonmagical object. The copy appears in an unoccupied space within 10 feet of you, and it is made of tangible but translucent force that mimics the size, weight, and
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
Planescape: Adventures in the Multiverse
Boundless Movement. The shator ignores difficult terrain, and magical effects canât reduce its speed. It can spend 5 feet of movement to automatically remove the grappled condition from itself
).
Liquefaction Ritual. The shator can perform a 1-minute ritual that turns all willing farastu demodand;farastus and kelubar demodand;kelubars of its choice within 60 feet of itself into a living liquid form. Each
Magic Items
The Book of Many Things
feet.
Beast. You immediately transform into a random Beast with a CR of 5 or lower. Your game statisticsâincluding your ability scores, hit points, and possible actionsâare replaced by the
unoccupied space within 5 feet of your new form.
You remain transformed in this way for 2d12 days; nothing can alter your form while youâre under the effects of this card, but the Wish spell can end
Yeenoghu
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
Away. Yeenoghu makes a flail attack. If the attack hits, the target must succeed on a DC 24 Strength saving throw or be pushed 15 feet in a straight line away from Yeenoghu. If the saving throw fails by
5 or more, the target falls prone.
Savage (Costs 2 Actions). Yeenoghu makes a bite attack against each creature within 10 feet of him.The Beast of Butchery appears as a great battle-scarred gnoll
Monsters
Waterdeep: Dungeon of the Mad Mage
Special Equipment. Halaster wears a robe of eyes that lets him see in all directions, gives him darkvision out to a range of 120 feet, grants advantage on Wisdom (Perception) checks that rely on
sight, and allows him to see invisible creatures and objects, as well as into the Ethereal Plane, out to a range of 120 feet.
Halaster wields a blast scepter (a very rare magic item that requires
Monsters
Mordenkainen Presents: Monsters of the Multiverse
their enemies from all angles with a flurry of entangling chains that hold fast and corrupt the flesh. When their quarry is helpless, they dispatch it and then loot the corpse for trinkets
equipment is it wearing or carrying, up to 30 feet to an unoccupied space it can see. Both the space it teleports from and the space it teleports to must be in dim light or darkness.
Chain Devil
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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-Âedged 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
Feats
Planescape: Adventures in the Multiverse
damage a creature you can see within 60 feet of yourself, you can deal an extra 1d8 force damage to the target, and it must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + the
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.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
suspended from the ceiling by massive steel chains. The cave floor seems to be covered by a pool of boiling mud.
The ceiling is 50 feet above the level of the platforms. The cave floor is 50 feet below
7. Geysers and Chains The door opens onto a stone platform in a large natural cave. Opposite the entrance in the distance is another stone platform. Between them, a series of wooden disks is
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
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
and covered with grease. The shaft is 170 feet tall. It starts at area K61, climbs 90 feet to area K31, another 40 feet to area K31b, and another 40 feet to area K47. When the elevator trap is
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->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->Baldur's Gate: Descent into Avernus
these devils are deployed). Bugles. Each devil on watch duty is issued an iron bugle. Blowing the bugle is a bonus action that blasts a hideous drone audible within 300 feet. Exterior Grounds. The
ground is free of cover in a 60-foot radius around the tower. Wall Chains. Barbed iron chains hang at 10-foot intervals down the exterior walls. These chains are part of the towerâs defense, as the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
feet high (11 feet above the dais and ledges). The chains dangling from the ceiling are 8 feet long; the cultists would shackle prisoners to the chains, dangle them above the altar, cut them open with
to form an octagonal dais that also rises above the water. Rusty chains with shackles dangle from the ceiling directly above a stone altar mounted on the dais. The altar is carved with hideous
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
to the mainland to gather the wood needed to make repairs. The lodges are perched on sheer cliffs of ice that plunge 50 feet into the sea. The cliffs are only 10 feet high near the Drydock Lodge (area
moor their greatships. Stretched across the passage is a gate in the form of a net of thick iron chains. The giants lower the chains into the water to let their ships pass through. A small vessel
Compendium
- Sources->Dungeons & Dragons->Rrakkma
Area Information Dimensions & Terrain Thirty feet by forty feet, there is an enclosure on one end of the chamber with a broken down, rusty gate. Other Features The floor of this chamber is lined
with small depressions at regular intervals. Water rapidly and continuously drips from the ceiling into the center of each depression. Manacled chains bound to the floor are mounted near many of the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
action on its turn to magically release the four chains by speaking a command word (âuvenfetterâ) while within 60 feet of the dragon. Only Storvald and Nilraun know the command word. A knock spell or a
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
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
23. Time Chamber Two massive hourglasses occupy this irregularly shaped chamber. Their glass globes are nearly fifteen feet across, with each hourglass rising almost to the ceiling thirty feet
overhead. Each is suspended by chains, pulleys, and gears in such a way that it can be turned over to set its sand running.
Slumped against the wall at the far side of the chamber is the cultist who
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morteâs Planar Parade
they were bound by chains or rope. A creature influenced by Carceri also gains one or more of following traits of your choice: Burden of Hopelessness. An invisible, magical aura of hopelessness surrounds
the creature. Any other creature that starts its turn within 5 feet of the creature has its speed reduced by 10 feet until it is reduced to 0 hit points, regains hit points, or gains temporary hit
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Harbors Skull Island has two natural harbors (area 3a and area 3b). Each harbor is 60 feet deep and lined with rotted wooden docks. Steel augers installed along the mouth of each harbor can be
raised or lowered on rusty iron chains connected to winches in the towers to either side of the harbor. When they are raised, the augers pierce the hulls of passing ships, flooding their lower decks and causing them to sink.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
treasure chest dangles from rusty chains embedded in the ceiling.
The chest is 6 feet long, 3 feet wide, 3 feet high, and suspended 1 foot above the surface of the 5-foot-deep pool. A keyhole shaped
, the magical trap teleports the character making the check inside the locked chest, whereupon the character is restrained. The chains holding the chest then release it into the water, where it sinks to
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
23. Time Chamber Two massive hourglasses occupy this irregularly shaped chamber. Their glass globes are nearly fifteen feet across, with each hourglass rising almost to the ceiling thirty feet
overhead. Each is suspended by chains, pulleys, and gears in such a way that it can be turned over to set its sand running.
Slumped against the wall at the far side of the chamber is the cultist who
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
of the passage. The cave narrows to a steep fissure at the far end, and is filled with the stench of animals. Savage snarls and the sounds of rattling chains greet your ears where three wolves are
given food, the DC drops to 10. Fissure. A narrow opening in the east wall leads to a natural chimney that climbs 30 feet to area 8. At the base of the fissure is rubbish thatâs been discarded
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
enormous chains of infernal iron that hold Elturel are the only physical connection between the city and the ground. Each chain link is 30 feet long and 20 feet wide, and is formed of a welded loop of
infernal iron that is 5 feet thick. See chapter 5 for more information on breaking these infernal chains. The chain links are covered in 1-foot-long iron barbs that make them relatively easy to move
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the stone gears and the iron chains and pulleys. On the other side of the machinery, to the south, is a rectangular shaft that rises up from the darkness and continues past this room. Attached to the
west wall is a steel plate that has an iron lever protruding downward. See the diagram below. The shaft (area K31a) descends 90 feet from here to area K61, and ascends 40 feet to area K31b. Another 40
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
floor and ceiling, with a rusty chain near each corner. The chains are part of the towerâs elevator mechanism (see area V4). The 5-foot-square sections of floor that surround the central shaft are weak
. Each 5-foot section can support 150 pounds; any more weight causes the section to collapse, and any creatures standing on that section fall 20 feet to the ground floor.






