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Returning 35 results for 'freeing take'.
Other Suggestions:
freezing take
fleeting take
feeling take
Monsters
Monster Manual
stuck (escape DC 11). While stuck, the weapon can’t be used. The target can take an action to make a DC 11 Strength (Athletics) check, freeing the weapon on a success.
until the net is destroyed (AC 10; HP 5; Immunity to Bludgeoning, Poison, and Psychic damage). A creature can take an action to make a DC 10 Strength (Athletics) check to free itself or another creature
Equipment
creature within 5 feet of it must take an action to make a DC 10 Strength (Athletics) check, freeing the Restrained creature on a success. Destroying the Net (AC 10; 5 HP; Immunity to Bludgeoning, Poison, and Psychic damage) also frees the target, ending the effect.
When you take the Attack action, you can replace one of your attacks with throwing a Net. Target a creature you can see within 15 feet of yourself. The target must succeed on a Dexterity saving throw
Equipment
immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 Piercing damage and have its Speed reduced
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
.
When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun
;Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 4 or lower cast by a creature you can see. A canceled spell has no effect
Monsters
Bigby Presents: Glory of the Giants
);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Arc Lightning", "rollDamageType":"lightning"} lightning damage. If the target is a creature, it can’t take reactions until the start of its
Dexterity saving throw or take 18 (4d8);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Arc Lightning", "rollDamageType":"lightning"} lightning damage.Lightning hulks are the descendants of storm
Monsters
Tales from the Yawning Portal
Intelligence saving throw or take 13 (3d6 + 3);{"diceNotation":"3d6+3","rollType":"damage","rollAction":"Stupefying Touch","rollDamageType":"psychic"} psychic damage and be stunned until the start of Siren
, but an enchantment laid on her by the demilich prevents her from telling visitors how to accomplish that task. If anyone succeeds in freeing her, she vows to be a lifelong friend.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
adhered to the giant unless the giant is dead, in which case the magic works normally, freeing the petrified creature as well as ending the petrified condition on it.The surface of the world is an alien
themselves become lost in the dream. Other stone giants are banished to the surface as punishment. Regardless of the reason they ended up on the surface, if they don’t take shelter under stone
Monsters
Ghosts of Saltmarsh
Dexterity saving throw or take the same damage and be knocked prone.
Lightning Strike. The kraken magically create a bolt of lightning, which can strike a target the kraken can see within 90 feet of it
failed save, or half as much damage on a successful one.
The kraken can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only
Monsters
Quests from the Infinite Staircase
(as an action), TeleportThe Gardener can take up to three reactions per round but only one per turn.
Pacification. When a creature within 120 feet of the Gardener damages the Gardener, that creature
entirety of the Eternal Garden.
Lair Actions
On initiative count 20 (losing initiative ties), the Gardener can take one of the following lair actions; they can’t take the same lair action two
Monsters
Bigby Presents: Glory of the Giants
being embedded in hardening rock. A creature can make a DC 25 Strength (Athletics) check as an action, freeing itself or a creature within reach from the rock on a success. The rock has AC 17 and 40 hit
a turn or starts its turn there must succeed on a DC 25 Constitution saving throw or take 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Incendiary Smoke", "rollDamageType":"fire
Monsters
Icewind Dale: Rime of the Frostmaiden
creature can repeat the saving throw at the end of each of its turns, freeing itself on a success. The creature is also freed if the crystal is destroyed, which is a Tiny object with AC 18, 9 hit points
, and immunity to all damage except fire damage. The freed creature appears in an unoccupied space of its choice within 30 feet of the shattered crystal.Auril can take 3 legendary actions, choosing
Magic Items
The Book of Many Things
from the deck and take effect simultaneously.
Unless it is the Fool or the Jester card, a drawn card immediately takes effect, fades from existence, and reappears in the deck, making it possible to
. Your walking speed increases by 10 feet.
Pit. A pit opens beneath you. You plummet 3d6 × 10 feet, take damage from the fall, and have the prone condition.
Plant. You gain the ability to cast
Hunting Trap
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter
, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or
spells
Melee weapon, you can take a Reaction to have clots form around the weapon, entrapping it. The attacker must succeed on a Strength saving throw or the weapon sticks to you. If the attacker doesn’t
release the weapon, the creature has the Grappled condition while the weapon is stuck. While stuck, the weapon can’t be used. The target can take an action to make a Strength (Athletics) check
Adult Copper Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
the end of each of its turns, ending the effect on itself with a successful save.The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used
dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6
Ancient Copper Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs
statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.The dragon can take 3 legendary actions, choosing from the options
Magic Items
Lost Laboratory of Kwalish
approached.
Battle of Wills. When donned by a new user, the armor deems itself superior and attempts to take possession of that user. The user must succeed on a DC 13 Charisma saving throw or be
), but doesn’t gain access to the user’s knowledge, features, or proficiencies.
Freeing a creature trapped inside the armor first requires defeating the armor’s automatic defenses
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
inferno. Trapped under the Beam The elf musician Brezo Breezewave (Medium, Lawful Neutral Commoner), known for his bagpiping and colorful pantaloons, is trapped under a fallen rafter. A character can take
the Utilize action to make a DC 12 Strength (Athletics) check, lifting the beam and freeing Brezo on a success. Unconscious on the Bar The tavern’s human bartender, Nelida Adler (Medium, Neutral Good
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
inferno. Trapped under the Beam The elf musician Brezo Breezewave (Medium, Lawful Neutral Commoner), known for his bagpiping and colorful pantaloons, is trapped under a fallen rafter. A character can take
the Utilize action to make a DC 12 Strength (Athletics) check, lifting the beam and freeing Brezo on a success. Unconscious on the Bar The tavern’s human bartender, Nelida Adler (Medium, Neutral Good
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the party. He might suggest that those characters prove their worth by surviving the Mad Wizard’s Lair and “freeing up” an apprenticeship by eliminating Arcturia or Trobriand. If this is done
, Halaster is willing to take on an appropriate character as a new apprentice. Halaster has no sentimental attachment toward his apprentices, and he often enjoys secretly tormenting them.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the party. He might suggest that those characters prove their worth by surviving the Mad Wizard’s Lair and “freeing up” an apprenticeship by eliminating Arcturia or Trobriand. If this is done
, Halaster is willing to take on an appropriate character as a new apprentice. Halaster has no sentimental attachment toward his apprentices, and he often enjoys secretly tormenting them.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
enchantment laid on her by the demilich prevents her from telling visitors how to accomplish that task. If anyone succeeds in freeing her, she vows to be a lifelong friend. Siren Medium fey, chaotic good
., one target. Hit: 7 (1d6 + 4) piercing damage.
Stupefying Touch. Siren touches one creature she can see within 5 feet of her. The creature must succeed on a DC 13 Intelligence saving throw or take 13 (3d6 + 3) psychic damage and be stunned until the start of Siren’s next turn.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
enchantment laid on her by the demilich prevents her from telling visitors how to accomplish that task. If anyone succeeds in freeing her, she vows to be a lifelong friend. Siren Medium fey, chaotic good
., one target. Hit: 7 (1d6 + 4) piercing damage.
Stupefying Touch. Siren touches one creature she can see within 5 feet of her. The creature must succeed on a DC 13 Intelligence saving throw or take 13 (3d6 + 3) psychic damage and be stunned until the start of Siren’s next turn.
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
Soldiers are well-armored creatures who draw the attacks of their foes, freeing allies to move around the battlefield. These trained warriors typically have higher attack bonuses and AC. Solo A solo
creature is an action-oriented creature who can take on the player characters on their own. For more information, see the “Action-Oriented Creatures” section. Support Support creatures aid their allies, providing buffs, healing, movement, or action options.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
The Kraken Cometh Khaspere Drylund’s treachery convinces Slarkrethel that enemies are close to finding and freeing King Hekaton. The kraken leaves its lair in the darkest depths of the Trackless Sea
and leave the Morkoth within an hour of doing so, Slarkrethel arrives too late to stop them. If the characters are still aboard the Morkoth an hour after freeing Hekaton, the kraken pays them an
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
Soldiers are well-armored creatures who draw the attacks of their foes, freeing allies to move around the battlefield. These trained warriors typically have higher attack bonuses and AC. Solo A solo
creature is an action-oriented creature who can take on the player characters on their own. For more information, see the “Action-Oriented Creatures” section. Support Support creatures aid their allies, providing buffs, healing, movement, or action options.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
The Kraken Cometh Khaspere Drylund’s treachery convinces Slarkrethel that enemies are close to finding and freeing King Hekaton. The kraken leaves its lair in the darkest depths of the Trackless Sea
and leave the Morkoth within an hour of doing so, Slarkrethel arrives too late to stop them. If the characters are still aboard the Morkoth an hour after freeing Hekaton, the kraken pays them an
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
releases the restraints on the tables, freeing all the creatures in this area. Anyone attempting to disrupt the controls or the wires must succeed on a DC 13 Constitution saving throw or take 11 (2d10
release the owlbears and the two-headed owlbear to take on the characters, then flee to alert the rest of the laboratory section of the temple (areas 1 through 23). If the owlbears or their two-headed kin
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
a character who draws the Gem card might be literally showered with riches. While this suits some campaigns, you can take a more narrative approach to the deck by having cards foreshadow future events
campaign. For example, a character who draws the Knight card might meet a warrior along the side of the road, in a tavern, or even trapped in a dangerous dungeon; by freeing the warrior, the character earns
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
a character who draws the Gem card might be literally showered with riches. While this suits some campaigns, you can take a more narrative approach to the deck by having cards foreshadow future events
campaign. For example, a character who draws the Knight card might meet a warrior along the side of the road, in a tavern, or even trapped in a dangerous dungeon; by freeing the warrior, the character earns
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
characters leave and take a long rest before confronting Sparkrender, or if they flee from combat with Sparkrender and return after they’ve rested. Another possibility is that the characters drive
dragon wyrmling), if they can free Aidron from his chains (see “Freeing Aidron” below). Any surviving kobolds and winged kobolds lurk here, but they stay out of combat if possible. See “Waking the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
, the shamans release the renders to take on the characters, then one shaman flees to alert the rest of the laboratory section of the temple (areas 1 through 23). If the locathah are freed, they
missing components of the Infernal Machine. Removing this component deactivates the controls and releases the restraints on the tables, freeing all the creatures in this area. Anyone attempting to disrupt
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
, the shamans release the renders to take on the characters, then one shaman flees to alert the rest of the laboratory section of the temple (areas 1 through 23). If the locathah are freed, they
missing components of the Infernal Machine. Removing this component deactivates the controls and releases the restraints on the tables, freeing all the creatures in this area. Anyone attempting to disrupt
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
releases the restraints on the tables, freeing all the creatures in this area. Anyone attempting to disrupt the controls or the wires must succeed on a DC 13 Constitution saving throw or take 11 (2d10
release the owlbears and the two-headed owlbear to take on the characters, then flee to alert the rest of the laboratory section of the temple (areas 1 through 23). If the owlbears or their two-headed kin
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
characters leave and take a long rest before confronting Sparkrender, or if they flee from combat with Sparkrender and return after they’ve rested. Another possibility is that the characters drive
dragon wyrmling), if they can free Aidron from his chains (see “Freeing Aidron” below). Any surviving kobolds and winged kobolds lurk here, but they stay out of combat if possible. See “Waking the






