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Returning 35 results for 'failed trapped'.
Magic Items
Dungeon Master’s Guide
force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save or are partially within
Equipment
make a DC 13 Strength (Athletics) check, freeing itself or another creature within its reach on a success. Each failed check deals 1 Piercing damage to the trapped creature.
Magic Items
Dungeon Master’s Guide
finish a Long Rest, if you and the Demonomicon are on the same plane of existence, one trapped creature within the book can attempt to possess you. You make a DC 20 Charisma saving throw. On a failed
Fiend that you can see that is trapped within the area of a Magic Circle spell. The Fiend must succeed on a DC 20 Charisma saving throw with Disadvantage or become trapped within one of the Demonomicon
Spells
Player’s Handbook
spell for the next 24 hours. On a failed save, the target is imprisoned. While imprisoned, the target doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can&rsquo
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
Spells
Player’s Handbook
trapped. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center of the area until they are completely outside it.
A creature inside the cage can
that magic to exit the cage. On a failed save, the creature doesn’t exit the cage and wastes the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.
This spell can’t be dispelled by Dispel Magic.
Spells
Player’s Handbook
by a Protection from Evil and Good or Magic Circle spell can’t be possession;possessed). The target makes a Charisma saving throw. On a failed save, your soul enters the target’s body, and
the target’s soul becomes trapped in the container. On a successful save, the target resists your efforts to possess it, and you can’t attempt to possess it again for 24 hours.
Once you
Magic Items
Forgotten Realms: Adventures in Faerûn
Memnon, who once ruled and warred over what is now Calimshan.
When viewed by a creature with Truesight, the normally beautiful diamond is a grotesque sight: trapped within the gemstone are more than a
. The target makes a DC 18 Dexterity saving throw, taking (6d6 + 6) Radiant;{"diceNotation":"6d6+6", "rollType":"damage", "rollAction":" (Radiant)", "rollDamageType":"Radiant"} damage on a failed save
Hunting Trap
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.
Demilich (Variant)
Legacy
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Monsters
Monster Manual (2014)
target must make a DC 20 Charisma saving throw. On a failed save, the target’s soul is magically trapped inside one of the demilich’s gems. While the soul is trapped, the target&rsquo
":"necrotic"} necrotic damage, and if this damage reduces the target to 0 hit points, its soul is trapped as if it failed the saving throw. A soul trapped in a gem for 24 hours is devoured and ceases to
Magic Items
The Book of Many Things
, continuously hearing whispers that call for you to join them. Whenever you finish a long rest while cursed, you must make a DC 11 Charisma saving throw. On a failed save, your soul is drawn from your body and
trapped in an object on a different plane of existence. The object and location of this object are chosen by the DM (but might be the House of Cards; see chapter 18). While your soul is trapped in this
Monsters
Candlekeep Mysteries
","rollAction":"Sand Breath","rollDamageType":"slashing"} slashing damage on a failed save, or half as much damage on a successful one.Ogruhl has been trapped here for millennia, restrained by magic chains
Monsters
Vecna: Eve of Ruin
disadvantage on this saving throw. The target takes 21 (6d6);{"diceNotation":"6d6", "rollType":"damage", "rollAction":"Soul Siphon", "rollDamageType":"force"} force damage on a failed save or half as
dies, its body disappears, and its soul is trapped inside one of the soul gems within the false lich’s skull. After 24 hours, the gem transfers the soul to the false lich’s creator.
When
Zaratan
Legacy
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Monsters
Mordenkainen’s Tome of Foes
distance of the structure’s height must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 17 (5d6);{"diceNotation":"5d6","rollType":"damage","rollAction":"Earth-Shaking
Movement","rollDamageType":"bludgeoning"} bludgeoning damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollAction":"Spew Debris", "rollDamageType":"bludgeoning"} bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save by 5 or more is knocked
might be buried; a creature within half the distance of the structure’s height must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 17 (5d6);{"diceNotation":"5d6
Bead of Force
Legacy
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Magic Items
Basic Rules (2014)
force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially
Freezing Sphere
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.
If the globe strikes a body of water or a liquid that is principally water (not
are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.
You can refrain from firing the globe after completing the spell, if you
Otiluke's Freezing Sphere
Legacy
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Spells
Player’s Handbook (2014)
saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.
If the globe strikes a body of water or a liquid that is principally water (not
are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.
You can refrain from firing the globe after completing the spell, if you
spells
Player’s Handbook
damage on a failed save or half as much damage on a successful one.
If the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1
minute. Creatures that were swimming on the surface of frozen water are trapped in the ice and have the Restrained condition. A trapped creature can take an action to make a Strength (Athletics) check
Monsters
The Book of Many Things
, taking 61 (7d8 + 30);{"diceNotation":"7d8+30", "rollType":"damage", "rollAction":"Fell Necromancy", "rollDamageType":"necrotic"} necrotic damage on a failed save, or half as much damage on a successful
performed a ritual that turned Sovereign Keep into a ghost trap: anyone who dies within the castle walls rises as an incorporeal spirit, trapped within the castle. Then, he waited. When adventurers
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
a failed save, the creature takes 24 (8d6);{"diceNotation":"8d6","rollType":"damage","rollAction":"Mirrored Damage","rollDamageType":"force"} force damage. On a successful save, the creature takes
creature trapped in its demiplane, that creature is released when the fractine splits, reappearing in an unoccupied space as close to the new fractines as possible.A fractine is a bizarre, two
Monsters
The Wild Beyond the Witchlight
of its turns until this grapple ends. The doll can grapple only one creature at a time.A living doll is easily mistaken for an inanimate doll or a stuffed animal until it moves. Trapped within each
a failed saving throw, the creature takes 5 (2d4);{"diceNotation":"2d4", "rollType":"damage", "rollAction":"Cackle", "rollDamageType":"psychic"} psychic damage and is incapacitated for 1 minute as it
Planar Binding
Legacy
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Spells
Basic Rules (2014)
first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a
failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.
A bound creature
Monsters
Mordenkainen Presents: Monsters of the Multiverse
make a DC 19 Constitution saving throw. On a failed save, a creature takes 33 (6d10);{"diceNotation":"6d10", "rollType":"damage", "rollAction":"Stunning Roar", "rollDamageType":"thunder"} thunder
modron was trapped and exiled. Now it operates a shop in Sigil where, for a steep price, anyone can commission the manufacture of a steel predator.
To create a steel predator, the modron’s machine
Magic Items
Baldur’s Gate: Descent into Avernus
of the shield must make a DC 18 Wisdom saving throw. On a failed save, the creature is frightened until the start of its next turn. On a successful save, the creature is immune to this power of the
on its own. The pit fiend won’t reveal its true nature, referring to itself only as the Hidden Lord. It drops hints and subtle suggestions that it is an angel trapped in an unholy prison. If
Monsters
Planescape: Adventures in the Multiverse
);{"diceNotation":"6d8", "rollType":"damage", "rollAction":"Spit Acid", "rollDamageType":"acid"} acid damage on a failed save, or half as much damage on a successful one.
Summon Demodand (1/Day). The kelubar has a
creatures trapped there.
Demodands that manage to leave Carceri know they’re doomed to return; a demodand that dies outside Carceri re-forms there in a torturous process that takes 2d20
Magic Items
Tomb of Annihilation
by magic such as a dispel evil and good spell, it becomes trapped in the staff once more. Once it takes control of another creature, the spirit of the dead archmage attempts to destroy the staff
expands to fill a 30-foot-radius sphere centered on it. Each creature in the area must make a DC 18 Dexterity saving throw, taking 132 (24d10) force damage on a failed save, or half as much damage on a
Monsters
Van Richten’s Guide to Ravenloft
":"Consume Energy","rollDamageType":"necrotic"} necrotic damage on a failed save, or half as much damage on a successful one. The jiangshi regains hit points equal to the amount of necrotic damage dealt
jiangshi’s choice). It reverts to its true form if it dies.When a soul becomes trapped within its corpse, its bitterness can reanimate its body, creating a jiangshi. These vengeful dead stalk
Monsters
Curse of Strahd
":"Dart","rollDamageType":"piercing"} piercing damage.After her husband died in battle, Duchess Dorfniya Dilisnya set her sights on becoming Count Strahd von Zarovich's bride, but she failed to win his
failed to amuse Strahd, he delighted Tatyana and Sergei with his jokes and gambols. As a result, Strahd didn't object whenever Pidlwick and the duchess came to visit.
Eager to please and desiring to
Monsters
Mythic Odysseys of Theros
","rollDamageType":"poison"} poison damage on a failed save, or half as much damage on a successful one. If the damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even
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
Planescape: Adventures in the Multiverse
of slime in a line 100 feet long and 5 feet wide. Each creature in that area must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 40 (9d8);{"diceNotation":"9d8", "rollType
, these bitter, wicked creatures have appointed themselves the jailers of the plane. Demodands viciously defend the few known portals that lead out of Carceri and ruthlessly torment other creatures trapped
Monsters
Van Richten’s Guide to Ravenloft
next turn. If this damage reduces a Medium or smaller creature to 0 hit points, the creature dies, and its soul is trapped in the priest’s body, manifesting as a shadowy Soul Tattoo on the
"} necrotic damage on a failed save, or half as much damage on a successful one.Necromancers of deep evil, the priests of Osybus steal the souls of others to fuel the priests’ malevolent magic
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollType":"damage","rollAction":"Cone of Cold","rollDamageType":"cold"} cold damage on a failed save, or half as much damage on a successful one.
Create Ice Mephit (3/Day). Auril breaks off an
trapped in the crystal, which is immovable. If the saving throw succeeds, the crystal shatters and nothing else happens. A creature trapped in the crystal is stunned, has total cover against attacks and
Monsters
Van Richten’s Guide to Ravenloft
, the creature dies, and its soul is trapped in the priest’s body, manifesting as a shadowy Soul Tattoo on the priest. The soul is freed if the priest dies.
Necrotic Bolt. Ranged Spell Attack: +7
DC 15 Constitution saving throw, taking 28 (8d6);{"diceNotation":"8d6","rollType":"damage","rollAction":"Circle of Death","rollDamageType":"necrotic"} necrotic damage on a failed save, or half as
Monsters
Van Richten’s Guide to Ravenloft
smaller creature to 0 hit points, the creature dies, and its soul is trapped in the priest’s body, manifesting as a shadowy Soul Tattoo on the priest. The soul is freed if the priest dies.
Necrotic
saving throw, taking 28 (8d6);{"diceNotation":"8d6","rollType":"damage","rollAction":"Circle of Death","rollDamageType":"necrotic"} necrotic damage on a failed save, or half as much damage on a
Monsters
Van Richten’s Guide to Ravenloft
trapped in the priest’s body, manifesting as a shadowy Soul Tattoo on the priest. The soul is freed if the priest dies.
Necrotic Bolt. Ranged Spell Attack: +7;{"diceNotation":"1d20+7","rollType
":"damage","rollAction":"Circle of Death","rollDamageType":"necrotic"} necrotic damage on a failed save, or half as much damage on a successful one.
Soul Tattoo (Recharge 5–6);{"diceNotation":"1d6