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Returning 35 results for 'confined resides gods to have restrained'.
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Monsters
Bigby Presents: Glory of the Giants
restrained condition within the vortex. On a successful save, a creature takes half as much damage and is pushed to the nearest unoccupied space outside the cylinder. The vortex lasts until the start of the
cradle’s next turn. A creature with the restrained condition falls prone when the vortex ends.
A creature with the restrained condition can use its action to try to escape the vortex. The
Monsters
Bigby Presents: Glory of the Giants
restrained condition, has total cover, and can’t breathe. As an action, a creature buried in this way, or another creature within 5 feet of it that isn’t buried, can make a DC 17 Strength
(Athletics) check. On a successful check, the buried creature no longer has the prone or restrained conditions.A slumbering scion of Grolantor is often mistaken for a hill, and sometimes people erect
Monsters
Bigby Presents: Glory of the Giants
creature in that area that is Huge or smaller must succeed on a DC 23 Strength saving throw or be pulled up to 120 feet straight toward the scion and be swallowed. A swallowed creature has the restrained
condition. If the scion dies, any swallowed creature no longer has the restrained condition and can escape from the corpse using 15 feet of movement, exiting with the prone condition.Feed
Monsters
Mythic Odysseys of Theros
(Costs 3 Actions). Each creature restrained by Arasta’s Web of Hair takes 18 (4d8);{"diceNotation":"4d8","rollType":"damage","rollDamageType":"poison"} poison damage.A victim of the gods&rsquo
minute. Any creature that moves into the web or that starts its turn there must make a DC 21 Dexterity saving throw. On a failed save, the creature is restrained while in the web. A creature can use
Monsters
The Book of Many Things
. The corrupter regains all spent legendary actions at the start of its turn.
Cunning. The corrupter escapes nonmagical restraints and ends the grappled and restrained conditions on itself, then moves
Lair
This villain resides in a place of power and safety, whether that’s a hidden thieves’ guildhall or a lavish manse. The lair is filled with clever defenses to disorient, weaken, and
Monsters
Bigby Presents: Glory of the Giants
throw. On a failed save, a creature takes 60 (11d10);{"diceNotation":"11d10", "rollType":"damage", "rollAction":"Lava Wave", "rollDamageType":"fire"} fire damage and has the restrained condition from
rolls.
If the scion dies, existing ore remains, but new veins of ore stop forming. The other effects end immediately.
Scions of Giants’ Gods
Giants are descended from the All-Father, Annam
Monsters
The Book of Many Things
bring cosmic wrath upon the characters.The Rogue’s Lair
This villain resides in a place of power and safety, whether that’s a hidden thieves’ guildhall or a lavish manse. The lair is
creatures the villain can see in the lair. Each creature must succeed on a DC 15 Strength saving throw or have the grappled condition (escape DC 15) and the restrained condition until it escapes or the snare
Monsters
Mordenkainen Presents: Monsters of the Multiverse
within 5 feet of it must succeed on a DC 13 Dexterity saving throw or be grappled (escape DC 13). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. In
is known to hags, lich;liches, and priests who worship gods of vengeance. It can be performed only on a willing creature that hungers for revenge. The ritual sucks all the moisture from the subject
Monsters
The Book of Many Things
1 to 4), the ambitious assassin is a Humanoid who might be a charming manipulator or a ruthless killer.The Rogue’s Lair
This villain resides in a place of power and safety, whether that&rsquo
(escape DC 15) and the restrained condition until it escapes or the snare holding it is destroyed. Each snare has AC 11, 10 hit points, and immunity to poison and psychic damage.
Traps. Traps target up to
Monsters
The Book of Many Things
antagonist for tier 2 play (levels 5 to 10), the enchanting infiltrator is a Fey that beguiles and misdirects.The Rogue’s Lair
This villain resides in a place of power and safety, whether that
condition (escape DC 15) and the restrained condition until it escapes or the snare holding it is destroyed. Each snare has AC 11, 10 hit points, and immunity to poison and psychic damage.
Traps. Traps
Monsters
Fizban's Treasury of Dragons
a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled in this way at a time.
Tail. Melee Weapon
physical forms of multiple echoes of the same dragon across the worlds of the Material Plane. Several of the dragons identified as dragon gods—including Aasterinian (described in the &ldquo
Monsters
Fizban's Treasury of Dragons
DC 20) and is restrained until this grapple ends. The aspect can have only one creature grappled this way at a time.
Tail. Melee Weapon Attack: +19;{"diceNotation":"1d20+19", "rollType":"to hit
;some say by choice. But others claim that she is imprisoned there to punish her for the evils she perpetrated when the gods sought to colonize the First World with their followers.
Mortals who hunger
Monsters
Fizban's Treasury of Dragons
DC 20) and is restrained until this grapple ends. The aspect can have only one creature grappled this way at a time.
Tail. Melee Weapon Attack: +19;{"diceNotation":"1d20+19","rollType":"to hit
progenitor of metallic dragons. Since fleeing the First World, he has made his home in the Seven Heavens of Mount Celestia and is often numbered among the gods of that plane. Adventurers and dragons alike
Monsters
Fizban's Treasury of Dragons
a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled in this way at a time.
Tail. Melee Weapon
sometimes even the physical forms of multiple echoes of the same dragon across the worlds of the Material Plane. Several of the dragons identified as dragon gods—including Aasterinian (described in the
Monsters
Fizban's Treasury of Dragons
a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled in this way at a time.
Tail. Melee Weapon
physical forms of multiple echoes of the same dragon across the worlds of the Material Plane. Several of the dragons identified as dragon gods—including Aasterinian (described in the &ldquo
Monsters
Fizban's Treasury of Dragons
a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled in this way at a time.
Tail. Melee Weapon
physical forms of multiple echoes of the same dragon across the worlds of the Material Plane. Several of the dragons identified as dragon gods—including Aasterinian (described in the &ldquo
Monsters
Fizban's Treasury of Dragons
a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled in this way at a time.
Tail. Melee Weapon
physical forms of multiple echoes of the same dragon across the worlds of the Material Plane. Several of the dragons identified as dragon gods—including Aasterinian (described in the &ldquo
Monsters
Fizban's Treasury of Dragons
for a history of the gods the dragon is compiling.
Emerald Dragon Lairs
Emerald dragons make their lairs in caves and subterranean ruins, favoring locations that have been abandoned&mdash
dragon resides in a grand rectangular hall near the center of the vaults, keeping one eye on the hallway leading to the flooded stairwell, never quite trusting that some covetous intruder won’t
Yuan-ti Malison (Type 3)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
grapple ends, the target is restrained, and the yuan-ti can’t constrict another target.
Scimitar (Yuan-ti Form Only). Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit
world. Their warriors were legendary, their empires always expanding. Yuan-ti temples stood at the centers of ancient metropolises, reaching ever higher in prayer to the gods they longed to emulate. In
Imprisonment
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then.
The special component for this
a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.
The special component for this version of the spell is a miniature representation of the prison made from jade
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
alignments. That said, gods tend to live on the Outer Planes that most closely match their general alignment tendencies, so it’s safe to assume that the teachings of a god who resides in Pandemonium (a plane
Home Plane and Alignment Gods aren’t defined by mortal conceptions of alignment, and different mortal worshipers might interpret a god’s behavior and teachings through the lens of different
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
her missing son, Huarwar. Crannoc Siever, the town speaker, resides in the castle and is also a prisoner. Devil-worshiping cultists calling themselves the Knights of the Black Sword have taken over and
confined Crannoc to his quarters while spreading stories about the speaker’s ill health to conceal their presence and restrict access to the castle. The cultists keep the speaker alive in case they
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Disaster Strikes As volcanic eruptions shake the earth, the ancient Twin Gods Observatory topples When a character climbs to at least half the height of the observatory—whether using the steps or
of the situation and track their movement through the tower. Twin Gods Observatory will collapse after 6 rounds or whenever feels appropriately dramatic. Emphasize the tower’s precarious state by
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Gods and Religion Most dragons aren’t what you’d call pious. To really embrace religion, one must believe one needs help.
-Fizban
Bahamut and Tiamat, the primordial dragons and the purported
creators of the First World, are the closest things to gods among dragonkind. Since they share the same fundamental connection to the Material Plane as their dragon offspring, Bahamut and Tiamat are
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
(Athletics) check, someone not using the lever can get a grip on the bottom of the door, eliminating the disadvantage. After 5 rounds, characters confined by the trap hear the sound of stone slowly
becomes difficult terrain after 1 minute. After 3 minutes of accumulation, a creature that moves through the sand must make a DC 10 Strength or Dexterity saving throw, becoming restrained on a failed
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
end of the hall leads outside and can be pulled open to reveal the gardens (area S9). The sixty mongrelfolk confined here are fed at irregular intervals by Clovin Belview. Dinner is foretold by the
ringing of the abbey bell (area S17). These mongrelfolk aren’t restrained, but they refuse to leave their rooms for fear of being killed by the golem or cast out of the abbey and forced to fend for
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Nsi unlock the gate and bring forth the Night Serpent. In return, Ras Nsi defends the Tomb of the Nine Gods. Nine stone puzzle cubes are needed to enter the Tomb of the Nine Gods. Ras Nsi doesn’t
know how to use the cubes to unlock the tomb. The tomb entrance is marked with an obelisk. (Ras Nsi can provide directions and/or an escort.) Acererak slew the nine gods of Omu before enslaving the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
-meaning friends, then guarded or confined until Arvandor’s pull on the person wanes. Because of all these difficulties, many elves resist the urge to visit Arvandor and instead make a pilgrimage to the Feywild, which feels like a realm very similar to the home of their gods.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
of cosmic entropy conjoined to the remains of dead gods. This malicious entity drifts through Wildspace and multiversal expanses inimical to life—vast regions where the chance of encountering it is
or gravity where entropic forces destroy whatever they engulf. Nothing can survive within for long. Only magic items and the corpses of gods and titans can endure inside the blob. Because of that fact
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
lived here before decamping to the Ruins of Caerdoon for his ritual. Y’demi (neutral evil human Oriq blood mage; see chapter 7) resides here now, waiting for Murgaxor’s imminent call to join him. Copper
restrained by the tentacles. A creature that starts its turn restrained by the tentacles takes 10 (3d6) bludgeoning damage. A creature restrained by the tentacles can use its action to make either a DC
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, krakens served as fierce warriors of the gods. When the gods’ wars ended, the krakens shrugged free of their servitude, never again to be bound by other beings. Whole nations quake in fear when the
gods, with cults and minions spread across sea and land. Others are allied with Olhydra, the evil Princess of Elemental Water, and use her cultists to enforce their will on land and sea. A kraken pleased
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
submit to his test, believing the gods placed the group in his path for a purpose. Test of the Amphora Antigonos believes that the true heir of his kingdom will fit perfectly in the enormous amphora he
, requiring the creature to make a DC 15 Constitution saving throw. On a failed save, the creature is blinded, restrained, and begins to suffocate (see chapter 8 of the Player’s Handbook). On a success, it is
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
13. Umberlee’s Chosen Accompanied by two sea lions that he keeps as pets, Gar Shatterkeel resides in this underwater cave while he contemplates his next move and communes with Umberlee. When the
the room, the coral attempts to grow up and around them, forcing them to make a DC 18 Strength saving throw or be restrained. A character who is restrained by the coral can use their action to make a DC
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Arasta of the Endless Web A victim of the gods’ petty rivalries, Arasta was once one of Nylea’s most beloved dryad companions. Phenax’s bitterness saw her transformed into an arachnid monstrosity and
driven into the darkest depths of the Nessian Wood. Now she broods on her unjust fate and the fickleness of the gods who left her cursed with monstrous immortality. Arasta appears as a gigantic
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
restrained until the spell ends, and it can’t move or be moved by any means until then. The special component for this 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 a labyrinth, a cage, a tower, or any similar confined structure or area of your