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Returning 35 results for 'condition release gear to have replying'.
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Magic Items
Dungeon Master’s Guide
15 Dexterity saving throw or have the Restrained condition until you have the Incapacitated condition, until you take a Bonus Action to release the target, or until the target is no longer within 15
Monsters
Monster Manual
":"damage", "rollAction":"Entangling Rope", "rollDamageType":"Force"} Force damage, and the target has the Restrained condition until the rope is destroyed, the erinyes uses a Bonus Action to release
Spells
Player’s Handbook
the vine. On a hit, the target takes 4d8 Bludgeoning damage and is pulled up to 30 feet toward the vine; if the target is Huge or smaller, it has the Grappled condition (escape DC equal to your spell
save DC). The vine can grapple only one creature at a time, and you can cause the vine to release a Grappled creature (no action required).
As a Bonus Action on your later turns, you can repeat the
Magic Items
Dungeon Master’s Guide
This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. While holding the weapon, you can take a Magic action and expend 1 charge to release a wave of terror from it. Each
creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened in this way, a creature must spend its turns
Magic Items
Dungeon Master’s Guide
. 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
The Book of Many Things
magic.
You have disadvantage on saving throws against the frightened condition. Whenever you start your turn frightened, the greaves release an ear-piercing scream. You and each creature within 10 feet
Monsters
Planescape: Adventures in the Multiverse
Shadowy Form. While the darkweaver is in dim light or darkness, attack rolls against it are made with disadvantage unless the darkweaver has the incapacitated condition.
Spider Climb. The darkweaver
(3d10);{"diceNotation":"3d10", "rollType":"damage", "rollAction":"Shadow Web", "rollDamageType":"necrotic"} necrotic damage, and the target has the grappled condition (escape DC 15). The shadow web
spells
release the weapon, the creature has the Grappled condition while the weapon is stuck. While stuck, the weapon can’t be used. The target can take an action to make a Strength (Athletics) check
against your spell save DC, freeing the weapon on a success. The creature can also release the weapon to end the Grappled condition.
You can trap a number of weapons equal to the number of Hit Dice
Imprisonment
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
version of the spell consists of rare soporific herbs.
Ending the Spell. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release
the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on
equipment
Grappled condition until it escapes or until you release the weapon. The target succeeds automatically if it is Huge or larger.
To escape, the target must use an action to make a Strength (Athletics) or
Dexterity (Acrobatics) check against the same DC. On a success, the target no longer has the Grappled condition. While a creature is Grappled by this weapon, you can't use it to attack a different creature.
equipment
Grappled condition until it escapes or until you release the weapon. The target succeeds automatically if it is Huge or larger.
To escape, the target must use an action to make a Strength (Athletics) or
Dexterity (Acrobatics) check against the same DC. On a success, the target no longer has the Grappled condition. While a creature is Grappled by this weapon, you can't use it to attack a different creature.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Incapacitated condition or if the distance between the Grappled target and the grappler exceeds the grapple’s range. In addition, the grappler can release the target at any time (no action required).
grapple is initiated, it follows these rules. See also “Unarmed Strike” and “Grappled.” Grappled Condition. Successfully grappling a creature gives it the Grappled condition. One Grapple per Hand. A
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
three tentacles, the target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition until you have the Incapacitated condition, until you take a Bonus Action to release the target
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Incapacitated condition or if the distance between the Grappled target and the grappler exceeds the grapple’s range. In addition, the grappler can release the target at any time (no action required).
grapple is initiated, it follows these rules. See also “Unarmed Strike” and “Grappled.” Grappled Condition. Successfully grappling a creature gives it the Grappled condition. One Grapple per Hand. A
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
+4
Mod Save
Int 11 +0 +0
Wis 12 +1 +3
Cha 11 +0 +0
Skills Stealth +6, Survival +3
Gear Chain Shirt, Javelins (6), Morningstar
Senses Darkvision 60 ft
bugbear can see within 10 feet. Failure: The target has the Grappled condition (escape DC 13).
Bugbear Warrior Medium Fey (Goblinoid), Chaotic Evil
AC 14 Initiative +2 (12)
HP 33 (6d8 + 6
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Necrotic
Immunities Charmed (except from its vampire master)
Gear Daggers (10)
Senses Darkvision 60 ft.; Passive Perception 14
Languages Common plus one other language
CR 3 (XP 700; PB +2)
5
+ 3) Piercing damage plus 7 (3d4) Necrotic damage. If the target is reduced to 0 Hit Points by this attack, the target becomes Stable but has the Poisoned condition for 1 hour. While it has the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Necrotic
Immunities Charmed (except from its vampire master)
Gear Daggers (10)
Senses Darkvision 60 ft.; Passive Perception 14
Languages Common plus one other language
CR 3 (XP 700; PB +2)
5
+ 3) Piercing damage plus 7 (3d4) Necrotic damage. If the target is reduced to 0 Hit Points by this attack, the target becomes Stable but has the Poisoned condition for 1 hour. While it has the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
. Gear Pit Whenever a creature falls into the pit or ends its turn there, that creature must succeed on a DC 17 Dexterity saving throw or take 55 (10d10) bludgeoning damage and have the prone condition. A
holding metal equipment, the creature has disadvantage on this save. A creature that fails the save by 4 or less slips, landing on the beam, and has the prone condition. A creature that fails this save by
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Gear Heavy Crossbow, Leather Armor, Mace
Senses Passive Perception 10
Languages Common
CR 1/2 (XP 100; PB +2)
Traits
Pack Tactics. The tough has Advantage on an attack roll against a
creature if at least one of the tough’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.
Actions
Mace. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6
Compendium
- Sources->Dungeons & Dragons->Monster Manual
8 −1 −1
Gear Chain Shirt, Spear
Senses Passive Perception 10
Languages Common
CR 1/8 (XP 25; PB +2)
Traits
Pack Tactics. The warrior has Advantage on an attack roll against a
creature if at least one of the warrior’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.
Actions
Spear. Melee or Ranged Attack Roll: +3, reach 5 ft. or range 20/60 ft. Hit: 4 (1d6 + 1) Piercing damage.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Wis 14 +2 +2
Cha 14 +2 +2
Skills Deception +4, Persuasion +4
Gear Leather Armor
Senses Passive Perception 12
Languages Common
CR 2 (XP 450; PB +2)
Actions
Multiattack
: The target has the Charmed condition until the end of its next turn. While Charmed, the target has the Incapacitated condition.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Bludgeoning damage and is pulled up to 30 feet toward the vine; if the target is Huge or smaller, it has the Grappled condition (escape DC equal to your spell save DC). The vine can grapple only one
creature at a time, and you can cause the vine to release a Grappled creature (no action required). As a Bonus Action on your later turns, you can repeat the attack against a creature within 30 feet of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
expend 1 charge to release a wave of terror from it. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. While
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Wis 10 +0 +2
Cha 14 +2 +2
Skills Perception +4, Persuasion +4, Stealth +7
Resistances Necrotic
Immunities Charmed (except from its vampire master)
Gear Daggers (10)
Senses
attack, the target becomes Stable but has the Poisoned condition for 1 hour. While it has the Poisoned condition, the target has the Paralyzed condition.
Bonus Actions
Deathless Agility. The familiar takes the Dash or Disengage action.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Wis 17 +3 +6
Cha 17 +3 +6
Skills Arcana +7, Insight +6, Perception +6, Stealth +4
Resistances Psychic
Gear Breastplate
Senses Darkvision 120 ft.; Passive Perception 16
.
Actions
Tentacles. Melee Attack Roll: +7, reach 5 ft. Hit: 22 (4d8 + 4) Psychic damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 14) from all the mind
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
you can see within 20 feet of yourself. 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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
you can see within 20 feet of yourself. 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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mod Save
Int 10 +0 +0
Wis 10 +0 +0
Cha 10 +0 +0
Gear Leather Armor, Light Crossbow, Scimitar
Senses Passive Perception 10
Languages Common, Thieves’ Cant
CR 1/8 (XP
Save
Int 14 +2 +2
Wis 11 +0 +2
Cha 14 +2 +2
Skills Athletics +4, Deception +4
Gear Pistol, Scimitar, Studded Leather Armor
Senses Passive Perception 10
Languages
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Acrobatics +10, Athletics +6, Perception +6
Gear Pistol, Scimitar
Senses Passive Perception 16
Languages Common plus one other language
CR 12 (XP 8,400; PB +4)
Actions
Multiattack. The
one of the following effects of the pirate’s choice:
Awestruck. The target has the Charmed condition until the start of the pirate’s next turn.
Poison. The target has the Poisoned condition until
weapon-property
throw (DC 10 plus your Proficiency Bonus) or have the Grappled condition until it escapes or until you release the weapon. The target succeeds automatically if it is Huge or larger.
To escape, the
target must use an action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the same DC. On a success, the target no longer has the Grappled condition. While a creature is Grappled by this weapon, you can't use it to attack a different creature.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
CHA
0
Damage Immunities fire, poison, psychic
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Crushing Wheels. The Scavenger
make the claw release whatever it’s holding.
2 Harpoon Flingers (Each Station Requires 1 Crew and Grants Half Cover). Ammunition: 10 harpoons. Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 10 (2d8 + 1) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, Perception +3
Gear Breastplate, Longbow, Pike
Senses Passive Perception 13
Languages Elvish, Sylvan
CR 2 (XP 450; PB +2)
Actions
Multiattack. The centaur makes two attacks, using Pike or Longbow
the centaur enters is targeted once by the following effect. Strength Saving Throw: DC 14. Failure: 7 (1d6 + 4) Bludgeoning damage, and the target has the Prone condition.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, Athletics +4, Perception +5, Performance +10, Stealth +7
Gear Rapier
Senses Passive Perception 15
Languages Common plus one other language
CR 6 (XP 2,300; PB +3)
Actions
Multiattack. The
creature in a 20-foot-radius Sphere centered on a point within 120 feet. Failure: 20 (3d10 + 4) Psychic damage, and the target has the Charmed condition until the end of the performer’s next turn. Success
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
+1 +1
Con 12 +1 +1
Ability Score Mod Save
Int 10 +0 +0
Wis 10 +0 +0
Cha 9 −1 −1
Gear Half-Plate Armor, Longbow, Longsword, Shield
Senses Darkvision 60
hobgoblin’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.
Actions
Longsword. Melee Attack Roll: +3, reach 5 ft. Hit: 12 (2d10 + 1) Slashing damage
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mod Save
Int 11 +0 +0
Wis 11 +0 +2
Cha 15 +2 +2
Immunities Frightened
Gear Greatsword, Heavy Crossbow, Plate Armor
Senses Passive Perception 10
Languages
−2 −2
Cha 8 −1 −1
Gear Daggers (3)
Senses Darkvision 60 ft.; Passive Perception 8
Languages Common, Draconic
CR 1/8 (XP 25; PB +2)
Traits
Pack Tactics. The kobold has