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Returning 35 results for 'creature which restrain'.
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Magic Items
Dungeon Master’s Guide
ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained
condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check
Monsters
Dragonlance: Shadow of the Dragon Queen
", "rollDamageType":"lightning"} lightning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The drone has two claws, each of which can grapple only one target.
Crystalline
Spit (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Crystalline Spit"}. The drone spits crackling gel in a line 5 feet wide and 20 feet long. Each creature in the line
Monsters
Fizban's Treasury of Dragons
, each of which can restrain one target. If a creature is restrained by one of the pinions, the golem can’t attack with it. Any creature restrained by a pinion can free itself at the start of its
Fear Aura. Each creature of the golem’s choice that starts its turn within 20 feet of the golem must make a DC 15 Wisdom saving throw unless the golem is incapacitated. On a failed save, the
Spells
Elemental Evil Player's Companion
duration.
Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s
choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the
Monsters
Planescape: Adventures in the Multiverse
"} piercing damage plus 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Anguishing Bite", "rollDamageType":"psychic"} psychic damage. If the target is a creature, it can’t
vapors that coalesce at a point it can see within 120 feet of itself. The vapors fill a 20-foot-radius sphere centered on that point, then vanish. Each non-yugoloth creature in that area must make a DC
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
turns, a restrained target can repeat the saving throw, ending the effect on itself on a success. The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the
-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell’s duration. Any creature in the sphere’s space must make a
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Cockatrice Regent Bolder than their smaller cousins, cockatrice regents brim with unstable magical energy they use to restrain distant foes. Cockatrice Regent Large Monstrosity, Unaligned
AC 15
Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Piercing damage. If the target is a creature, it is subjected to the following effect. Constitution Saving Throw: DC 14. First Failure: The target has
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Cockatrice Regent Bolder than their smaller cousins, cockatrice regents brim with unstable magical energy they use to restrain distant foes. Cockatrice Regent Large Monstrosity, Unaligned
AC 15
Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Piercing damage. If the target is a creature, it is subjected to the following effect. Constitution Saving Throw: DC 14. First Failure: The target has
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
turns, a restrained target can repeat the saving throw, ending the effect on itself on a success. The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the
-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell’s duration. Any creature in the sphere’s space must make a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
turns, a restrained target can repeat the saving throw, ending the effect on itself on a success. The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the
-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell’s duration. Any creature in the sphere’s space must make a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
turns, a restrained target can repeat the saving throw, ending the effect on itself on a success. The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the
-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell’s duration. Any creature in the sphere’s space must make a
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Red Dragon Wyrmling Red dragon wyrmlings are born destroyers. From a young age, they delight in igniting objects and creatures alike. They sometimes restrain themselves from scorching creatures to
Multiattack. The dragon makes two Rend attacks.
Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Slashing damage plus 3 (1d6) Fire damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 24 (7d6) Fire damage. Success: Half damage.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Red Dragon Wyrmling Dragon of Greed and Devastation Red dragon wyrmlings are born destroyers. From a young age, they delight in igniting objects and creatures alike. They sometimes restrain
). Dexterity Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 24 (7d6) Fire damage. Success: Half damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Red Dragon Wyrmling Red dragon wyrmlings are born destroyers. From a young age, they delight in igniting objects and creatures alike. They sometimes restrain themselves from scorching creatures to
Multiattack. The dragon makes two Rend attacks.
Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Slashing damage plus 3 (1d6) Fire damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 24 (7d6) Fire damage. Success: Half damage.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Red Dragon Wyrmling Dragon of Greed and Devastation Red dragon wyrmlings are born destroyers. From a young age, they delight in igniting objects and creatures alike. They sometimes restrain
). Dexterity Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 24 (7d6) Fire damage. Success: Half damage.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
properties. Arrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target
must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
properties. Arrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target
must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
properties. Arrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target
must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
properties. Arrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target
must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
create a viscous gel that hardens into crystalline mortar, which they can repurpose to restrain attackers. Istarian Drone
Medium Construct, Unaligned
Armor Class 17 (natural armor)
Hit Points
., one target. Hit: 9 (1d8 + 5) piercing damage plus 4 (1d8) lightning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The drone has two claws, each of which can
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
) piercing damage. If the target is a Medium or smaller creature, it is pinned beneath the bony pinion and restrained. The golem has two pinions, each of which can restrain one target. If a creature is
understands Draconic and the languages of its creator but can’t speak
Challenge 11 (7,200 XP) Proficiency Bonus +4
Fear Aura. Each creature of the golem’s choice that starts its turn within 20 feet of
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
lairs have ample places to house and restrain “guests,” particularly those the baernaloths keep hovering at death’s door. The challenge rating of a baernaloth is 18 (20,000 XP) when it’s encountered in
: Consume Suffering. Until initiative count 20 on the next round, when a creature in the baernaloth’s lair other than the baernaloth takes necrotic or psychic damage or drops to 0 hit points, the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
) piercing damage. If the target is a Medium or smaller creature, it is pinned beneath the bony pinion and restrained. The golem has two pinions, each of which can restrain one target. If a creature is
understands Draconic and the languages of its creator but can’t speak
Challenge 11 (7,200 XP) Proficiency Bonus +4
Fear Aura. Each creature of the golem’s choice that starts its turn within 20 feet of
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1
minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check. Arrow of Transport. As
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
lairs have ample places to house and restrain “guests,” particularly those the baernaloths keep hovering at death’s door. The challenge rating of a baernaloth is 18 (20,000 XP) when it’s encountered in
: Consume Suffering. Until initiative count 20 on the next round, when a creature in the baernaloth’s lair other than the baernaloth takes necrotic or psychic damage or drops to 0 hit points, the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
create a viscous gel that hardens into crystalline mortar, which they can repurpose to restrain attackers. Istarian Drone
Medium Construct, Unaligned
Armor Class 17 (natural armor)
Hit Points
., one target. Hit: 9 (1d8 + 5) piercing damage plus 4 (1d8) lightning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The drone has two claws, each of which can
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1
minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check. Arrow of Transport. As
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1
minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check. Arrow of Transport. As
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1
minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check. Arrow of Transport. As
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
tubes. In addition to its armor and weapons, each orog carries a tangler grenade. The orogs use these grenades to restrain foes before charging into melee. Tangler Grenades. A tangler grenade is an
alchemical, nonmagical item with an ovoid resin shell that shatters on impact. An as action, a creature can throw a tangler grenade at a point up to 60 feet away. Each creature within 10 feet of a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
tubes. In addition to its armor and weapons, each orog carries a tangler grenade. The orogs use these grenades to restrain foes before charging into melee. Tangler Grenades. A tangler grenade is an
alchemical, nonmagical item with an ovoid resin shell that shatters on impact. An as action, a creature can throw a tangler grenade at a point up to 60 feet away. Each creature within 10 feet of a
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
beast or humanoid with the intent to damage them. If such a creature is hostile, Amble will use magic to restrain them, and has a plethora of spells with which to accomplish this. Amble has no such
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
beast or humanoid with the intent to damage them. If such a creature is hostile, Amble will use magic to restrain them, and has a plethora of spells with which to accomplish this. Amble has no such
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
beholder’s opponents unsure of what rays will be coming next (and, not incidentally, to prevent the monster from using its most lethal eye rays at every opportunity). The rule also makes the creature
resistance against any invasion. Charm Ray It is common for a beholder to charm a hostile monster, lure the creature to the beholder’s lair, and confine it there so it can’t escape under its own power. In
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
beholder’s opponents unsure of what rays will be coming next (and, not incidentally, to prevent the monster from using its most lethal eye rays at every opportunity). The rule also makes the creature
resistance against any invasion. Charm Ray It is common for a beholder to charm a hostile monster, lure the creature to the beholder’s lair, and confine it there so it can’t escape under its own power. In