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                        Returning 35 results for 'condition wards released'.
                    
                
                        
                            
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                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                    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
                                                
                                            
                                        
                                                     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->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->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->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    6. Wizardly Wards A trapped hall (area 6a) guards two of Halaster’s vaults (areas 6b and 6c). 6a. Lightning Pillars This two-chambered hall has a 20-foot-high ceiling supported by ten copper-plated
                                                
                                            
                                                
                                                     brought within 10 feet of its sister shield in area 9b, the pit fiend is released. It appears within 5 feet of the shield’s bearer or in the nearest unoccupied space. The freed pit fiend attacks any
                                                
                                            
                                        
                                                     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->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    Phylaskia These armored skeletal spirits guard the borders of the Underworld and its various wards. Sleepless and merciless, they scrutinize all who would pass, and they slay those who defy them
                                                
                                            
                                                
                                                    , poison
 Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned
 Senses truesight 120 ft., passive Perception 17
 Languages all
 Challenge 9 (5,000 XP)
  
 Gatekeeper’s
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     red slaad, dropped here by the comet that recently overflew the site, searches the hill for any way to lift the wards around the watchtower.  Minotaur Archaeologist Medium Humanoid, Any Alignment
                                                
                                            
                                                
                                                     and have the prone condition.
 Minotaur Infiltrator Medium Humanoid, Typically Chaotic Evil
 Armor Class 13 (natural armor)
 Hit Points 52 (8d8 + 16)
 Speed 40 ft.
  STR
 18 (+4)
 DEX
 11 (+0
                                                
                                            
                                        
                                                     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->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->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    )
 
  INT
 3 (−4)
 
  WIS
 13 (+1)
 
  CHA
 6 (−2)
Skills Perception +5, Stealth +4
 Damage Immunities fire, necrotic
 Condition Immunities blinded, charmed, deafened, exhaustion
                                                
                                            
                                                
                                                     wards of the Underworld, Erebos’s greatest treasures, and noteworthy souls who might attempt to escape the realm of the dead. Three-headed cerberi commonly serve demons, but if left to their own devices
                                                
                                            
                                        
                                                     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->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->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->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     contain other treasures protected by magical wards, at your discretion. Development If the characters convince Krull to lead them to Arkhan, the tortle guides them safely to the Monument to Tiamat (see
                                                
                                            
                                                
                                                     fire, poison; bludgeoning, piercing, and slashing damage from nonmagical weapons
 Condition Immunities frightened
 Senses darkvision 60 ft. (can see invisible creatures out to the same range
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     the ceiling of this hall and cracked in two on the floor. The block was released when someone stepped on a hidden pressure plate in the floor. (The trap failed to hit its intended target and no
                                                
                                            
                                                
                                                     today) shortly before the kingdom’s destruction 2,500 years ago. The Melairkyn dwarves found it in damaged condition and planned to return it to the elves as a gift after repairing it. Dwarven
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    . When the dreadnought dies, its demiplane vanishes, and its contents are released into the Astral Plane. Astral Dreadnought
 Gargantuan Monstrosity (Titan), Unaligned
 Armor Class 20 (natural armor
                                                
                                            
                                                
                                                    )
Saving Throws Dex +5, Wis +9
 Skills Perception +9
 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
 Condition Immunities charmed, exhaustion, frightened, paralyzed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     front of the ship. During the Lambent Zenith’s crash, arcane wards should have sealed the safe room’s doors. The safe room is inaccessible while the wards are active. Ward Runes. Two runes hidden on the
                                                
                                            
                                                
                                                     ship power the wards. Kycera knows one rune was placed in the ship’s stateroom, but she doesn’t remember the second rune’s location. She believes that magic or a pass phrase can deactivate the runes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    
 Condition Immunities poisoned
 Senses darkvision 120 ft., passive Perception 12
 Languages Abyssal, Common, Infernal
 Challenge 9 (5,000 XP)
 Innate Spellcasting. The abhorrent overlord’s
                                                
                                            
                                                
                                                     Immunities poison
 Condition Immunities poisoned
 Senses darkvision 120 ft., passive Perception 10
 Languages Abyssal, Common, Infernal
 Challenge 6 (2,300 XP)
 Insatiable Greed. The eater of hope
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     the library and scriptorium of the Haven of the Red Quill. It has been kept in pristine condition even over nine hundred years by the same magic that wards the door. The panels set into the ceiling
                                                
                                            
                                                
                                                    .
 Clearing the dust from the furniture shows that all the pieces are constructed of heavily lacquered wood. Half are afflicted with dry rot, but the other pieces are in good condition. The side table
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     magic, most creatures arrive here only after they have died. When the dreadnought dies, its demiplane vanishes, and its contents are released into the Astral Plane. An astral dreadnought doesn’t
                                                
                                            
                                                
                                                    (+4)
Saving Throws Dex +5, Wis +9
 Skills Perception +9
 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
 Condition Immunities charmed, exhaustion, frightened
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                     teakettles whistle jaunty tunes. Natural Remedy. Sylvania wards its guests from the negative effects of overindulgence. Creatures have advantage on saving throws against the poisoned condition. Noteworthy
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    . Green Circle. The liquor is this cask is not magical, but it is toxic. A creature that drinks any amount of the liquor must succeed on a DC 25 Constitution saving throw or have the poisoned condition
                                                
                                            
                                                
                                                     condition for 1 hour. Liquor removed from this cave immediately loses its magical properties. Removing a cask from this room causes the liquor within the cask to evaporate. Tunnel to Area T8. Characters
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     shaft. On a result of 5 or less, the character gets a short way up or down the shaft before falling, taking 3 (1d6) bludgeoning damage before landing at the base of the shaft with the prone condition
                                                
                                            
                                                
                                                     make a DC 10 Dexterity saving throw. On a failed save, the creature takes 7 (2d6) bludgeoning damage from falling debris and falls with the prone condition. On a successful save, the creature takes half
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    . This does not bode well, for the rift is said to be a passage to a source of interminable evil that was long ago sealed away. If the wreckage should rupture the wards, terrible darkness might be
                                                
                                            
                                                
                                                     unleashed. I must mount an expedition to the sunken hulk and make sure all is well.
 •
 A fell wind blows this evening. I fear the wards on the rift have been broken. I must set out first thing in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     that crosses the trip wire causes the Net to fall on it. The target must succeed on a DC 10 Dexterity saving throw or have the Restrained condition until it escapes. The target succeeds automatically if
                                                
                                            
                                                
                                                    . On a failed save, the creature takes 5 (1d10) Poison damage and has the Poisoned condition for 1 hour. On a successful save, the creature takes half as much damage only. Avoid. The trap doesn’t
                                                
                                            
                                        






