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                        Returning 35 results for 'condition warded released'.
                    
                
                        
                            
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                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     ground hold the target in place. The target has the Restrained condition and can’t be moved by any means.
Hedged Prison. The target is trapped in a demiplane that is warded against teleportation
                                                
                                            
                                                
                                                     Unconscious condition and can’t be awoken.
Ending the Spell. When you cast the spell, specify a trigger that will end it. The trigger can be as simple or as elaborate as you choose, but the DM must
                                                
                                            
                                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    ":"1d20+5", "rollType":"to hit", "rollAction":"Ensnare"} to hit, reach 5 ft., one Large or smaller creature. Hit: The target has the grappled condition (escape DC 13). Until this grapple ends, the target
                                                
                                            
                                                
                                                     has the restrained condition and takes 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction":"Ensnare", "rollDamageType":"bludgeoning"} bludgeoning damage at the start of each of its
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , hostile creatures within the lair can’t become hidden from her and gain no benefit from the invisible condition against her.
Spectral Web. A glistening spectral spider web erupts from a point the
                                                
                                            
                                                
                                                     into a solid object takes 1d6;{"diceNotation":"1d6","rollType":"damage","rollAction":"Telekinetic Throw","rollDamageType":"bludgeoning"} bludgeoning damage for every 10 feet moved. If released in midair, the creature takes falling damage as normal.
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     invisible condition against her.
Spectral Web. A glistening spectral spider web erupts from a point the drow can see within 120 feet of her. Each creature within 60 feet of that point must succeed a DC 19
                                                
                                            
                                                
                                                    ","rollDamageType":"bludgeoning"} bludgeoning damage for every 10 feet moved. If released in midair, the creature takes falling damage as normal.Lolth’s Fickle Favor. The drow bestows the Spider
                                                
                                            
                                        
                                                    Imprisonment
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     version of the spell is a fine chain of precious metal.
Hedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     hope of exiting the dungeon, the character must end the soul-bound condition. Syranna conveys that the undying laboratory (area 31) allows soul-bound characters to transform back to normal, but she lacks
                                                
                                            
                                                
                                                    . Such characters might be Thayan Resurrection members anxious to join the fight against Szass Tam. The new character could have been a prisoner in the Doomvault, released to help the rebels. Regardless of origin, the character arrives with the necessary resources and information to join the party.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     (1d6 + 3) Piercing damage plus 7 (2d6) Poison damage, and the target has the Poisoned condition until the start of the gnoll’s next turn.
 Bone Flail. Melee Attack Roll: +5, reach 10 ft. Hit: 7 (1d8 + 3
                                                
                                            
                                                
                                                    .
 Yeenoghu claims gnolls not as his brood but as maggots purposefully released to infest a despised carcass. They are a pernicious rot the Beast of Butchery spreads across mortal worlds. Whatever they once were, they were remade and are now his.
 —Iggwilv, Demonomicon of Iggwilv
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     has the Restrained condition and can’t be moved by any means. Hedged Prison. The target is trapped in a demiplane that is warded against teleportation and planar travel. The demiplane is your choice
                                                
                                            
                                                
                                                     gemstone (allowing the target to see out and other creatures to see in), but nothing else can pass through by any means. Slumber. The target has the Unconscious condition and can’t be awoken. Ending the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     has the Restrained condition and can’t be moved by any means. Hedged Prison. The target is trapped in a demiplane that is warded against teleportation and planar travel. The demiplane is your choice
                                                
                                            
                                                
                                                     gemstone (allowing the target to see out and other creatures to see in), but nothing else can pass through by any means. Slumber. The target has the Unconscious condition and can’t be awoken. Ending the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     from the desert heat. Water of Athis. The River Athis still flows in certain areas of the pyramid. The water ends the poisoned condition on any creature that drinks it and removes all levels of
                                                
                                            
                                                
                                                     attempt to do so is wasted. Warded Walls. Magic that would alter the pyramid’s stone—such as the Stone Shape or Passwall spells—has no effect on the pyramid.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Dealing with the Companion The Companion that once warded Elturel against undead is powered by a planetar trapped inside it. Long thought of as Elturel’s savior, the Companion was also its undoing
                                                
                                            
                                                
                                                     allying with a supernatural power, see “Breaking the Chains” earlier in this chapter. The Planetar’s Power If the Companion is shattered or unlocked, the planetar inside it is released. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your
                                                
                                            
                                                
                                                     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 DM
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     an enemy with such intent sets foot inside a warded location, the eidolon plunges into a statue specially prepared to house the souls of these protectors. In the form of this sacred statue, an eidolon
                                                
                                            
                                                
                                                    , thunder; bludgeoning, piercing, and slashing from nonmagical attacks
 Damage Immunities cold, necrotic, poison
 Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your
                                                
                                            
                                                
                                                     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 DM
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     creatures as dreamlike recollections, potentially spurring their inheritors to action. The Memory Web Memories table presents adventure seeds that might be released by a slain memory web.
   Memory Web
                                                
                                            
                                                
                                                    )
 CON
 13 (+1)
 INT
 14 (+2)
 WIS
 14 (+2)
 CHA
 3 (–4)
 
 Damage Resistances fire
 Condition Immunities blinded, deafened
 Senses blindsight 60 ft. (can’t see beyond this radius), passive
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     him, Fenerus refuses to divulge the stone’s location until he is released and granted immunity for his past crimes. He knows that the presiding magister or a Lord of Waterdeep has the authority to give
                                                
                                            
                                                
                                                     him what he wants. The only condition under which Magister Barch will consider acquiescing to Fenerus’s demands is if the characters convince her that such a decision is good for Waterdeep. To
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    , however, that they can’t leave as easily as they arrived. For each creature that enters the plane, a nightwalker is released to take its place. In order for a trapped creature to escape, the released
                                                
                                            
                                                
                                                     slashing from nonmagical attacks
 Damage Immunities necrotic, poison
 Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
 Senses darkvision 120 ft
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     that enters the plane, a nightwalker is released to take its place. In order for a trapped creature to escape, the released nightwalker must be lured back to the Negative Plane by offerings of life
                                                
                                            
                                                
                                                    , cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
 Damage Immunities necrotic, poison
 Condition Immunities exhaustion, frightened, grappled, paralyzed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                     to a storeroom containing a pile of empty scroll cases and a warded chest that holds the scrolls. She instructs the characters to open the chest when they’re ready, then wishes them good luck and
                                                
                                            
                                                
                                                     throw or take 1d4 Slashing damage. A character reduced to 0 Hit Points by a scroll has the Unconscious condition but is Stable. There are two scrolls for every player character in the party. As an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     the poisoned condition until he sobers up or until the condition is ended with a lesser restoration spell or similar magic. Erasing part of the completed circle causes Kalabash to be whisked back to
                                                
                                            
                                                
                                                     of solid construction, and its steel lock is warded with a magic trap. Picking the lock requires thieves' tools and a successful DC 15 Dexterity check. If that check does not succeed, or if anyone
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
                                                    
                                                
                                            
                                                    ) 
 
  INT
  18 (+4) 
 
  WIS
  18 (+4) 
 
  CHA
  11 (+0)
Skills Perception +8
 Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned
                                                
                                            
                                                
                                                     a bonus action. If the fractine is reduced to 0 hit points, any creature in the fractine’s demiplane is released instantly. A released creature reappears in an unoccupied space as close to the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     disastrous experiment, Izzet researchers observed a blistercoil weird expanding to fill a six-story workshop before it released all its excess energy in an enormous explosion and returned to its original
                                                
                                            
                                                
                                                    
 5(−3)
 
  WIS
 10(+0)
 
  CHA
 7(−2)
Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks
 Damage Immunities poison
 Condition Immunities exhaustion
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     3) seal these viscous horrors in magically warded prisons. As ages pass, though, the knowledge of what these prisons contain and where some lie have been lost. And every imprisoned necrichor
                                                
                                            
                                                
                                                    )
Saving Throws Con +6, Int +6, Wis +4
 Skills Arcana +9
 Damage Resistances acid, necrotic
 Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, poisoned
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
                                                    
                                                
                                            
                                                     Richten’s Guide to Ravenloft) seal these viscous horrors in magically warded prisons. As ages pass, though, the knowledge of what these prisons contain and where some lie have been lost. And every
                                                
                                            
                                                
                                                     Throws Con +6, Int +6, Wis +4
 Skills Arcana +9
 Damage Resistances acid, necrotic
 Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, poisoned, prone
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     Deception +4, Intimidation +4, Perception +5, Stealth +4
 Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
 Damage Immunities acid, poison
 Condition
                                                
                                            
                                                
                                                     the barghest for 24 hours, after which time it is digested and the person is incapable of being revived. If the barghest dies before the soul is digested, the soul is released. While a soul is trapped
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     demiplane vanishes, and the contents are released into the Astral Plane. Astral Dreadnought Gargantuan Monstrosity (Titan), Unaligned
 Armor Class 20 (natural armor)
 Hit Points 297 (17d20 + 119)
 Speed 15
                                                
                                            
                                                
                                                     bludgeoning, piercing, and slashing from nonmagical attacks
 Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned
 Senses darkvision 120 ft., passive
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    47. Devil on the Loose A conjurer named Yarek summoned a bone devil in area 48 and promised to set it free on the condition that it kill his nemesis, Skrianna Shadowdusk. The bone devil agreed. After
                                                
                                            
                                                
                                                     Yarek released the devil, it immediately murdered him. To fulfill its agreement with the mage, the devil must now kill Skrianna. Wards placed on these chambers prevent the devil from leaving, however
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     that no enemy can gain a foothold against the gods’ cause through defilement or violence within these sites. If an enemy with such intent sets foot inside a warded location, the eidolon plunges into a
                                                
                                            
                                                
                                                     Immunities cold, necrotic, poison
 Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
 Senses darkvision 60 ft., passive Perception 18
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     grant you resistance or immunity to such damage are suppressed. 
   5  Drawback: If the Princess of the Shadow Glass has not been released from her prison by the time your mark reaches this level, you
                                                
                                            
                                                
                                                     transform into a statue made of solid, smoky gray glass. You are petrified while in this state. Any magic that ends the petrified condition restores your true form until the next dawn, when you revert to a glass statue.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     temples and vaults to ensure that no enemy defiles, damages, or plunders these sites. If an enemy sets foot inside a warded location, the eidolon plunges into a statue specially prepared to house its soul
                                                
                                            
                                                
                                                    , lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
 Damage Immunities cold, necrotic, poison
 Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     originating from the nalfeshnee. Failure: 28 (8d6) Psychic damage, and the target has the Frightened condition for 1 minute, until it takes damage, or until it ends its turn with the nalfeshnee out of
                                                
                                            
                                                
                                                     Points. If the bag is destroyed, any souls the bag is holding are released. The hag can create a new bag after 7 days.
 Actions
 Multiattack. The hag makes two Claw attacks.
 Claw. Melee Attack Roll
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     mistake. He explains how The Scrivener’s Tale came to Candlekeep under the condition that no one ever open it, and that it has been shelved with other dangerous volumes for ten years. While collecting
                                                
                                            
                                                
                                                    , because it is warded against divination magic as a side effect of the scrivener’s binding ritual. Legend lore returns the following: “Where once was a dream of kinship and valor, disparate kin under three
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     1d4 + 1 feet into the quicksand and has the Restrained condition. At the start of each of the creature’s turns, it sinks another 1d4 feet. As long as the creature isn’t completely submerged in
                                                
                                            
                                                
                                                     submerged in quicksand has Total Cover and the Blinded condition and risks suffocation. A creature can pull another creature within its reach out of a quicksand pit by taking an action and succeeding
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    
 Condition Immunities charmed, frightened, poisoned
 Senses darkvision 120 ft., passive Perception 21
 Languages Elvish, Undercommon
 Challenge 20 (25,000 XP) Proficiency Bonus +6
 Fey Ancestry
                                                
                                            
                                                
                                                     become hidden from her and gain no benefit from the invisible condition against her. Spectral Web. A glistening spectral spider web erupts from a point the drow can see within 120 feet of her. Each
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     in the barghest for 24 hours, after which time it is digested. If the barghest dies before the soul is digested, the soul is released.
 While a humanoid’s soul is trapped in a barghest, any form of
                                                
                                            
                                                
                                                    
 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
 Damage Immunities acid, poison
 Condition Immunities poisoned
 Senses blindsight 60 ft
                                                
                                            
                                        






