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                        Returning 35 results for 'condition walls release'.
                    
                
                        
                            
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                                        condition will releases
                                    
                                
                        
                    
                
                        
                                                     Magic Items
                                                    Dungeon Masterâs 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
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs 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
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs 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 Masterâs 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
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     the webs arenât anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next
                                                
                                            
                                                
                                                     Restrained condition while in the webs or until it breaks free.
A creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     start of its next turn.Vaelish Gant, Prisoner 237 within the walls of Revel's End, is a member of the Arcane Brotherhood who first engaged in criminal activity by insinuating himself into the trade
                                                
                                            
                                                
                                                     release, and that the Lords' Alliance would acquiesce to the brotherhood's demands rather than risk an all-out attack on Revel's End. But by now, Gant has been incarcerated long enough to reasonably
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    Contortionist. The fomorian can enter a space large enough for a Large creature without squeezing.
Crawling Stance. While the fomorian has the prone condition, crawling does not cost it extra
                                                
                                            
                                                
                                                     movement. In addition, the prone condition does not grant advantage on attack rolls against the fomorian.
Spider Climb. The fomorian can climb difficult surfaces, including upside down on ceilings, without
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                    ":"Aura of Doom", "rollDamageType":"necrotic"} necrotic damage on a failed save, or half as much damage on a successful one. If the doom lord doesnât have the incapacitated condition, it can
                                                
                                            
                                                
                                                     ash.Doom lords are the highest-ranking members of the Doomguard, embodying the multiverseâs inevitable collapse into dust. Doom lordsâ mere presence snuffs the life from weaker foes, and the stoutest walls crumble before them.Necrotic
                                                
                                            
                                        
                                                     Monsters
                                                    Adventure Atlas: The Mortuary
                                                    
                                                
                                            
                                                    : +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Entrap"} to hit, reach 5 ft., one Large or smaller creature. Hit: The target has the grappled condition (escape DC 13). Until this
                                                
                                            
                                                
                                                     grapple ends, if the target is not an Undead, the target has the restrained condition and takes 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Entrap", "rollDamageType":"piercing
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 1: Spelljammer Creatures
                                                    
                                                
                                            
                                                     indestructible and opaque walls, and is only as big as it needs to be to contain the target, which doesnât suffer from hunger or thirst while imprisoned. No other creature can enter the demiplane
                                                
                                            
                                                
                                                    , and the fractine canât be harmed from within the demiplane.
The fractine can imprison only one creature at a time and can release that creature as a bonus action. If the fractine is reduced
                                                
                                            
                                        
                                                     Spells
                                                    Forgotten Realms: Heroes of Faerûn
                                                    
                                                
                                            
                                                    : Acid, Cold, Fire, Lightning, or Thunder. You have Resistance to the chosen damage type.
Elemental Pulse. When you cast this spell and at the start of each of your subsequent turns, you release a burst
                                                
                                            
                                                
                                                    , Lightning, or Thunder damage (your choice) and has the Prone condition. On a successful save, a creature takes half as much damage only.
Flight. You gain a Fly Speed of 30 feet and can hover
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    "} radiant damage and have the blinded condition until the start of the scionâs next turn.
Slam. Melee Weapon Attack: +16;{"diceNotation":"1d20+16", "rollType":"to hit", "rollAction":"Slam"} to hit
                                                
                                            
                                                
                                                     save, a creature takes 19 (3d12);{"diceNotation":"3d12", "rollType":"damage", "rollAction":"Runic Boulder", "rollDamageType":"force"} force damage and has the prone condition. On a successful save, a
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     incapacitated condition and loses control of its body. Gremorly canât be targeted by any attack, spell, or other effect, except ones that turn Undead, and he retains his alignment, Intelligence
                                                
                                            
                                                
                                                     performed a ritual that turned Sovereign Keep into a ghost trap: anyone who dies within the castle walls rises as an incorporeal spirit, trapped within the castle. Then, he waited. When adventurers
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     Strength saving throw or have the prone condition.
Shattering Roar (Recharge 5â6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Shattering Roar"}. The cradle lets out a painfully load roar
                                                
                                            
                                                
                                                     Roar", "rollDamageType":"thunder"} thunder damage and has the incapacitated condition until the end of its next turn.A scion of Skoraeus typically slumbers deep in the heart of a towering mountain
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     River Styx, Naratyr is an eerily quiet and cold city, its streets empty for hours at a time. The central castle of bone has interior walls of flesh and carpets made of woven hair. The city contains
                                                
                                            
                                                
                                                     creature and any friendly Undead are immune to the frightened condition and have resistance to radiant damage. Enemies have disadvantage on death saving throws while in the aura.
Necrotic, Poison; Bludgeoning, Piercing, and Slashing that is NonmagicalCold, Fire, Lightning
                                                
                                            
                                        
                                                    Imprisonment
                                                    
    
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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
                                                    
                                                    
                                                
                                            
                                                     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.
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                     (4d10 + 5);{"diceNotation":"4d10+5", "rollType":"damage", "rollAction":"Bewildering Bolt", "rollDamageType":"Psychic"} Psychic damage, and the target has the Charmed condition until the end of its next
                                                
                                            
                                                
                                                     damage and the target has the Charmed condition for 1 minute or until Zlan dies. While Charmed, the target doesnât act as an ally to any creature. Success: Half damage only. Failure or Success: Zlan
                                                
                                            
                                        
                                                     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.
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     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.
                                                
                                            
                                        
                                                    Adult Copper Dragon
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     Copper Dragonâs Lair
Copper dragons dwell in dry uplands and on hilltops, where they make their lairs in narrow caves. False walls in the lair hide secret antechambers where the dragon stores
                                                
                                            
                                                
                                                     15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on
                                                
                                            
                                        
                                                    Ancient Copper Dragon
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     dragon can then fly up to half its flying speed.A Copper Dragonâs Lair
Copper dragons dwell in dry uplands and on hilltops, where they make their lairs in narrow caves. False walls in the lair hide
                                                
                                            
                                                
                                                     restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs
                                                
                                            
                                        
                                                    Adult Deep Dragon
                                                    
    
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                                                     monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     network growing near an underground river. Whatever the setup, a deep dragon festoons the narrow, twisting passages between the lairâs fungal walls with magical and mundane traps. A typical
                                                
                                            
                                                
                                                     that allow them to escape or ambush visitors if the need arises. A well-cultivated lair abounds with Underdark fungi and plants, with the floor, walls, and ceiling covered in carpets of mold and moss
                                                
                                            
                                        
                                                    Ancient Deep Dragon
                                                    
    
        Legacy
    
    
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                                                     monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     underground river. Whatever the setup, a deep dragon festoons the narrow, twisting passages between the lairâs fungal walls with magical and mundane traps. A typical lair has the following
                                                
                                            
                                                
                                                     or ambush visitors if the need arises. A well-cultivated lair abounds with Underdark fungi and plants, with the floor, walls, and ceiling covered in carpets of mold and moss, or featuring larger
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs 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->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                    ). Those who succeed hold onto the bridge and must climb it to safety. Flood! The large pools in area 7 have collapsible walls that can be yanked out of place to release a surge of water down the main
                                                
                                            
                                                
                                                     against the goblinâs passive Wisdom (Perception) score to creep by without being noticed. If the goblin spots the adventurers, it signals the goblins in area 7 to release a flood (see the âFlood!â section
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     pedestrians and wagons. Vents along the walls release potent gases that sappers of Clan Xardelvar tap for industrial applications, including the crafting of the magical flame lances used by xarrorn
                                                
                                            
                                                
                                                     and extends roughly a quarter mile beyond the natural walls of the city in both directions. Each end of the rift has a steeply sloping floor, carved with a set of stairs and a wide ramp for both
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     Incapacitated condition or if the distance between the Grappled target and the grappler exceeds the grappleâs range. In addition, the grappler can release the target at any time (no action required).
                                                
                                            
                                                
                                                     grapple is initiated, it follows these rules. See also âUnarmed Strikeâ and âGrappled.â 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
                                                    
                                                
                                            
                                                     Incapacitated condition or if the distance between the Grappled target and the grappler exceeds the grappleâs range. In addition, the grappler can release the target at any time (no action required).
                                                
                                            
                                                
                                                     grapple is initiated, it follows these rules. See also âUnarmed Strikeâ and âGrappled.â Grappled Condition. Successfully grappling a creature gives it the Grappled condition. One Grapple per Hand. A
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     creeper clings to walls, pillars, gravestones, door frames, or statuary in shadowy locations, remaining motionless until it strikes. Yellow Musk Creeper
 Medium plant, unaligned
 Armor Class 6
 Hit
                                                
                                            
                                                
                                                     Points 60 (11d8 + 11)
 Speed 5 ft., climb 5 ft.
   STR
  12 (+1)
 
  DEX
  3 (â4)
 
  CON
  12 (+1)
 
  INT
  1 (â5)
 
  WIS
  10 (+0)
 
  CHA
  3 (â4)
Condition Immunities blinded
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
                                                    
                                                
                                            
                                                     grow on walls throughout the wreck. Ceilings. The ceilings in the ship are 8 feet high. Doors. The doorways are 6 feet high, and the doors are in the same waterlogged condition as the walls. Light
                                                
                                            
                                                
                                                     mostly above the water, held up by the ancient bones that tore its hull. The wreck has the following features: Walls. The soggy wooden walls are aged to a sickly black and green. Algae and barnacles
                                                
                                            
                                        






