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Returning 35 results for 'concoction repeat gain to have restrained'.
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connection respect gain to have restrained
connection reveal gain to have restrained
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Magic Items
Dungeon Master’s Guide
When you drink this potion, you gain the effect of the Comprehend Languages spell for 1 hour.
This potion’s liquid is a clear concoction with bits of salt and soot swirling in it.
Magic Items
Dungeon Master’s Guide
’s space) or by using a Bonus Action to repeat the command (causing the rope to coil up in your hand).
A target Restrained by the rope can take an action to make its choice of a DC 15 Strength
. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the target
Magic Items
Dungeon Master’s Guide
While you’re wearing this armor, you can take a Magic action and use a command word to gain the effect of the Etherealness spell. The spell ends immediately if you remove the armor or take a
Magic action to repeat the command word. This property of the armor can’t be used again until the next dawn.
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy
ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained
Monsters
Monster Manual
direction. The target has the Restrained condition until the start of the death tyrant’s next turn or until the death tyrant has the Incapacitated condition. The death tyrant can also exert fine
. Constitution Saving Throw: DC 17. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success
Monsters
Monster Manual
the Restrained condition until the start of the beholder’s next turn or until the beholder has the Incapacitated condition. The beholder can also exert fine control on objects with this ray
. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target
Spells
Player’s Handbook
You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, you can exert your will on one
within the spell’s range. Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next
Spells
Elemental Evil Player's Companion
sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.
The sphere can restrain as many as
choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the
Magic Items
The Book of Many Things
This gleaming brass shield bears a relief of the legendary medusa druid Euryale.
While wielding this shield, you gain the following benefits:
Blessing of Euryale. You have resistance to poison
eyes to glow brightly. Choose one creature you can see within 30 feet of you. The creature must succeed on a DC 20 Constitution saving throw, or it has the restrained condition as its body turns to stone
Monsters
Van Richten’s Guide to Ravenloft
creature must succeed on a DC 12 Strength saving throw or be restrained. The creature can repeat the saving throw at the end of each of its turns, taking 7 (2d6);{"diceNotation":"2d6","rollType":"damage
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny limb. The swarm can’t regain hit points or gain
Monsters
Fizban's Treasury of Dragons
", "rollDamageType":"poison"} poison damage and be restrained as it begins to turn to stone. The restrained target must repeat the saving throw at the end of its next turn. On a successful save, the effect
", "rollAction":"Pinion", "rollDamageType":"piercing"} piercing damage. If the target is a Medium or smaller creature, it is pinned beneath the bony pinion and restrained. The golem has two pinions
Monsters
Tomb of Annihilation
","rollAction":"Engulf"} to hit, reach 5 ft., one Medium or smaller creature. Hit: The target is trapped inside the mantrap’s leafy jaws. While trapped in this way, the target is blinded and restrained, has
each of the target’s turns. If the mantrap dies, the creature inside it is no longer restrained by it. A mantrap can engulf only one creature at a time.Attractive Pollen (1/Day). When the
Monsters
Phandelver and Below: The Shattered Obelisk
Constitution saving throw or have the poisoned condition. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10);{"diceNotation":"1d10", "rollType
has the grappled condition (escape DC 15) and the restrained condition until this grapple ends. The mutate has two tentacles that can grapple one target each.
Chitin Slam. The mutate targets one
Monsters
Mordenkainen Presents: Monsters of the Multiverse
drow can see within 120 feet of her. Each creature within 60 feet of that point must succeed a DC 19 Dexterity saving throw or be restrained for 1 minute. A creature can repeat the saving throw at
damage. The target must succeed on a DC 19 Wisdom saving throw or become frightened of the drow for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the
Monsters
Tales from the Yawning Portal
repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claws. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Claws"} to hit
creature is restrained by webbing. As an action, the restrained creature can make a DC 9 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing
Magic Items
The Book of Many Things
This ash-gray flail is cold to the touch. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and it deals double damage to objects and structures.
Additionally, when you hit
2d4 necrotic damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property is used in this way, it can’t be used again until the next dawn.
Monsters
Tales from the Yawning Portal
creature must make a DC 14 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success
saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Fear Ray. The targeted creature must succeed
Monsters
Mythic Odysseys of Theros
.
Labyrinthine Recall. Antigonos can perfectly recall any path he has traveled.
Reckless. At the start of his turn, Antigonos can gain advantage on all melee weapon attack rolls he makes during that turn
inside the amphora, the target is restrained inside. As an action, the restrained creature can make a DC 14 Dexterity (Acrobatics) check, escaping from the amphora on a success. The effect also ends if the
Monsters
Acquisitions Incorporated
turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.The cockatrice looks
Magic Items
Bigby Presents: Glory of the Giants
The handle of this dark leather whip bears the fire rune, and embers dance around the whip’s tail.
You gain a +1 bonus to attack and damage rolls made with this weapon, and on a hit, the whip
deals an extra 1d6 fire damage. When you score a critical hit with an attack using this whip, the target also has the restrained condition until the start of your next turn, as fiery bands lash around
Monsters
Strixhaven: A Curriculum of Chaos
);{"diceNotation":"1d8", "rollType":"damage", "rollAction":"Weight of History", "rollDamageType":"force"} force damage. A restrained target can repeat the save at the end of each of its turns, ending the
saving throw or be restrained for 1 minute, but the restrained target’s speed is halved instead of being reduced to 0. At the start of each of its turns, the restrained target takes 4 (1d8
Monsters
Mordenkainen Presents: Monsters of the Multiverse
"} slashing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw, or it begins to turn to stone and is restrained until the end of its next turn, when it must
repeat the saving throw. The effect ends if the second save is successful; otherwise the target is petrified for 24 hours.Stone cursed are spawned through a foul alchemical ritual performed on a Humanoid
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Can’t Catch Me. The gingerbrute has advantage on any ability checks or saving throws it makes to avoid or end the grappled or the restrained condition on itself.
Sweet Victory. Once the
gingerbrute is destroyed, a creature can use its action to eat all the remains and gain 5 temporary hit points. The remains crumble away after 24 hours if not eaten.Multiattack. The gingerbrute makes two
Monsters
Out of the Abyss
the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny maggot. The swarm can’t regain hit points or gain
target takes fire damage, the target can repeat the saving throw, ending the effect on itself on a success. If the poisoned target ends its turn with 0 hit points, it dies.Rot grubs are finger-sized
Monsters
The Wild Beyond the Witchlight
","rollAction":"Bite","rollDamageType":"piercing"} piercing damage, and the target is grappled (escape DC 16) if it is a Medium or smaller creature. Until the grapple ends, the target is restrained, and
extraordinarily long, spindly limbs. She must submerge herself in a briny concoction for an hour each day, or her body will dry out until it locks up in a kind of living rictus, and she remains that way until
Monsters
Bigby Presents: Glory of the Giants
saving throw or take 26 (4d12);{"diceNotation":"4d12", "rollType":"damage", "rollAction":"Petrifying Touch", "rollDamageType":"force"} force damage and have the restrained condition as it begins to turn to
stone. The affected target must repeat the saving throw at the end of its next turn. On a successful save, the effect ends on the target. On a failed save, the target has the petrified condition
Monsters
Mordenkainen Presents: Monsters of the Multiverse
restrained. At the end of each of the frightened creature’s turns, it can repeat the saving throw, ending the effect on itself on a success. On a successful save, the creature is immune to the
disease or become poisoned. At the end of each long rest, the poisoned target can repeat the saving throw, ending the effect on itself on a success. If the target is reduced to 0 hit points while
Monsters
Waterdeep: Dungeon of the Mad Mage
target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
2. Fear Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or be
frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3. Enervation Ray. The targeted creature must make a DC 14
Monsters
The Wild Beyond the Witchlight
creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end
Monsters
Mordenkainen Presents: Monsters of the Multiverse
become restrained as shadowy tendrils wrap around it for 1 minute. A restrained target can use its action to repeat the saving throw, ending the effect on itself on a success.
Spellcasting. The
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollType":"to hit", "rollAction":"Web"} to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 15 Strength check, bursting the
. By offering up body and soul to Lolth, they gain tremendous power and a supernatural connection to the ancient spiders of the Demonweb Pits, channeling magic from that dread place.PoisonChange Shape
Monsters
Fizban's Treasury of Dragons
to turn to stone. The restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends; otherwise the creature is petrified for 1 minute. After 1 minute, the
reduced to 0 hit points, its body turns to stone and releases a petrifying gas. Each creature within 5 feet of the draconian must succeed on a DC 11 Constitution saving throw or be restrained as it begins
Monsters
Dragonlance: Shadow of the Dragon Queen
to turn to stone. The restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends; otherwise the creature is petrified for 1 minute. After 1 minute, the
reduced to 0 hit points, its body turns to stone and releases a petrifying gas. Each creature within 5 feet of the draconian must succeed on a DC 11 Constitution saving throw or be restrained as it begins
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"psychic"} psychic damage. If the target is Large or smaller, it is grappled (escape DC 13) and must succeed on a DC 13 Intelligence saving throw or be restrained until this grapple ends.
Eye Ray. The
can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
2: Fear Ray. The targeted creature must succeed on a DC 13 Wisdom saving throw or be frightened