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Returning 35 results for 'most madness the freeing gain'.
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most madness the feeling gain
most madness the fleeting gain
most madness the fleeing gain
Magic Items
Dungeon Master’s Guide
Stone of Protection;Protection (Rare). You gain a +1 bonus to Armor Class while this dusty-rose prism orbits your head.
Ioun Stone of Regeneration;Regeneration (Legendary). You regain 15 Hit Points at
, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space.
Ioun
Monsters
Eberron: Rising from the Last War
Belashyrra must succeed on a DC 22 Constitution saving throw or take 19 (3d12);{"diceNotation":"3d12","rollType":"damage","rollAction":"Rend Reality","rollDamageType":"force"} force damage and gain
madness. Each creature it can see within its lair must succeed on a DC 22 Wisdom saving throw or be charmed for 1 minute. While charmed in this way, a creature must use its action at the start of its turn
Monsters
Icewind Dale: Rime of the Frostmaiden
Chardalyn Madness. The berserker must roll a d6 at the start of each of its turns. On a 1, the berserker does nothing on its turn except speak to a nonexistent, evil master whom it has pledged to
serve.
Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next
Baphomet
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Monsters
Out of the Abyss
effects.
Magic Weapons. Baphomet’s weapon attacks are magical.
Reckless. At the start of his turn, Baphomet can gain advantage on all melee weapon attack rolls during that turn, but attack rolls
of the lair, that creature must succeed on a DC 18 Wisdom saving throw or descend into a madness determined by the Madness of Baphomet table. A creature that succeeds on this saving throw can’t
magic-items
This wooden bow is carved to resemble a mighty couatl. You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The bow has 4 charges and regains 1d3 + 1 expended charges
the target’s body or an adjacent surface (if any) for up to 1 minute.
Depending on the pinned limb, the target may gain the Prone condition, be unable to move, or make attack rolls with
magic-items
This wooden bow is carved to resemble a mighty couatl. You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The bow has 4 charges and regains 1d3 + 1 expended charges
the target’s body or an adjacent surface (if any) for up to 1 minute.
Depending on the pinned limb, the target may gain the Prone condition, be unable to move, or make attack rolls with
magic-items
This wooden bow is carved to resemble a mighty couatl. You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The bow has 4 charges and regains 1d3 + 1 expended charges
the target’s body or an adjacent surface (if any) for up to 1 minute.
Depending on the pinned limb, the target may gain the Prone condition, be unable to move, or make attack rolls with
magic-items
This wooden bow is carved to resemble a mighty couatl. You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The bow has 4 charges and regains 1d3 + 1 expended charges
the target’s body or an adjacent surface (if any) for up to 1 minute.
Depending on the pinned limb, the target may gain the Prone condition, be unable to move, or make attack rolls with
magic-items
This wooden bow is carved to resemble a mighty couatl. You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The bow has 4 charges and regains 1d3 + 1 expended charges
the target’s body or an adjacent surface (if any) for up to 1 minute.
Depending on the pinned limb, the target may gain the Prone condition, be unable to move, or make attack rolls with
magic-items
This wooden bow is carved to resemble a mighty couatl. You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The bow has 4 charges and regains 1d3 + 1 expended charges
the target’s body or an adjacent surface (if any) for up to 1 minute.
Depending on the pinned limb, the target may gain the Prone condition, be unable to move, or make attack rolls with
Adult Copper Dragon
Legacy
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Monsters
Basic Rules (2014)
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 2 feet of movement. On initiative count 20 on
.
Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Draconic while within 1 mile of the dragon’s lair. These creatures
Monsters
Ghosts of Saltmarsh
the kraken’s next turn.Hidden in a deep, dark underwater pit near the Styes, this creature bears the mark of the dark god Tharizdun’s madness. Becoming more independent every day, it
dreams of freeing itself from its aboleth tenders and wreaking its own foul will upon the seas.A Kraken’s Lair
A kraken lives in dark depths, usually a sunken rift or a cavern filled with detritus
Ancient Copper Dragon
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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
objects within 6 miles of the dragon’s lair.
Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Draconic while within 1
magic-items
, Shortsword, Rapier, or Whip. If the hilt already has a weapon grown from its center, the existing weapon withers away and disintegrates, allowing the new one to take its place.
You gain a +2 bonus
escape, the target or a creature within 5 feet of it must take an action to make a DC 17 Strength (Athletics) check, freeing the Grappled creature on a success. The Whip breaks off from the hilt when
Bugbear
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races
Volo's Guide to Monsters
wandering children unless they clearly have something to gain by doing so. From the viewpoint of the rest of the world, their aggression and savagery are thankfully offset by their rarity and lethargy
in a cowardly fashion; a bugbear that knows or feels itself to be in mortal danger is affected by a form of madness and will do anything, including trying to flee, in order to stay alive. Bugbears
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
almost nonexistent within 6 miles of the scion, parching the land and withering most plant life.
Empowered Fire Giants. Fire giants within 1,000 feet of the scion gain a +8 bonus to attack and damage
Magic Items
Lost Laboratory of Kwalish
), 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
crystal.
While wearing this armor, you gain the following benefits:
You have a +1 bonus to AC.
Your Strength score is 18 (this has no effect if your Strength is already 18 or higher).
You have
Ioun Stone
Legacy
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Magic Items
Basic Rules (2014)
head.
Ioun Stone of Mastery;Mastery (Legendary). Your proficiency bonus increases by 1 while this pale green prism orbits your head.
Ioun Stone of Protection;Protection (Rare). You gain a +1
of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space.
Ioun Stone of Strength;Strength (Very Rare). Your
Magic Items
Baldur’s Gate: Descent into Avernus
shield’s appearance, so that its celestial motif and designs have become twisted into a fiendish face that subtly moves in disturbing ways.
While holding this shield, you gain a +2 bonus to AC and
(incorrectly) that it can break free of the shield if it’s brought to the Nine Hells, for it’s convinced that the shield’s powers are weaker there.
Freeing Gargauth. Casting dispel
Monsters
Mordenkainen's Fiendish Folio Volume 1
":"damage","rollAction":"Entropic Touch","rollDamageType":"necrotic"} necrotic damage, and the target must succeed on a DC 22 Constitution saving throw or gain one level of exhaustion.
Summon Slaadi
to parley with Ygorl are known to have been driven to madness in the process.
Death and Destruction. Ygorl’s most notable possession is an adamantine scythe with the slaad word for death
Magic Items
Baldur’s Gate: Descent into Avernus
. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following:
Drain Life. You siphon away some of the soul’s essence and gain 1d10
answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.
Freeing a Soul. Casting a spell that removes a curse on a soul coin frees the soul
Eye and Hand of Vecna
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
, and you gain the following benefits:
You have truesight.
You can use an action to see as if you were wearing a ring of X-ray vision. You can end this effect as a bonus action.
The eye has 8
charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: clairvoyance (2 charges), crown of madness (1 charge), disintegrate (4 charges
magic-items
, Shortsword, Rapier, or Whip. If the hilt already has a weapon grown from its center, the existing weapon withers away and disintegrates, allowing the new one to take its place.
You gain a +2 bonus
action to make a DC 17 Strength (Athletics) check, freeing the Grappled creature on a success. The Whip breaks off from the hilt when you successfully grapple a target in this way, allowing you to move freely while the target remains Grappled.
feats
General Feat (Prerequisite: Level 4+, Kalashtar)
You possess a particularly strong bond with your quori spirit. You gain the following benefits.
Ability Score Increase. Increase your Intelligence
Quori
Skill
Spell
Du'ulora
Intimidation
Crown of Madness
Hashataq
Persuasion
Suggestion
Kalaraq
Perception
Mind Spike
Tsucora
Intimidation
Shatter;Shatter
Book of Vile Darkness
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Magic Items
Dungeon Master’s Guide (2014)
even glimpse the scrawled pages invites madness.
Most believe the lich-god Vecna authored the Book of Vile Darkness. He recorded in its pages every diseased idea, every unhinged thought, and every
darkness. An evil rune might appear on your face, your eyes might become glossy black, or horns might sprout from your forehead. Or you might become wizened and hideous, lose all facial features, gain a
magic-items
Clairvoyance
2
Crown of Madness
1
Disintegrate
4
Dominate Monster
5
Eyebite
4
X-ray Vision. You can take a Magic action to gain X-ray vision with a range of 30
grafts itself to your head and remains there until you die. If the eye is ever removed, you die.
Properties of the Eye. While you are attuned to the eye, your alignment is Neutral Evil, and you gain
magic-items
Dungeon Master’s Guide
Clairvoyance
2
Crown of Madness
1
Disintegrate
4
Dominate Monster
5
Eyebite
4
X-ray Vision. You can take a Magic action to gain X-ray vision with a range of 30 feet for 1
to your head and remains there until you die. If the eye is ever removed, you die.
Properties of the Eye. While you are attuned to the eye, your alignment is Neutral Evil, and you gain the following
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
followers are typically lone killers driven by the whispering voice of their master. His most blessed followers gain the Two Minds of Madness trait. Two Minds of Madness. This creature has advantage on all Intelligence, Wisdom, and Charisma saving throws.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Wailing Winds (pg. 151) In the second paragraph, “succeed on a DC 20 Wisdom saving throw or gain … immune to this madness” has changed to “make a DC 20 Wisdom saving throw, taking 16 (3d10) psychic damage on a failed save, or half as much damage on a successful one.”
Equipment
throw. On a failed save, they take 14 (4d6) Psychic damage and gain one random form of Drakkenheim Madness> (see Appendix C in Monsters of Drakkenheim). On a successful save, they take half as much
gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must succeed on a DC 10 Constitution saving throw or take 1d6 necrotic damage and gain one level
Equipment
saving throw. On a failed save, they take 14 (4d6) Psychic damage and gain one random form of Drakkenheim Madness> (see Appendix C in Monsters of Drakkenheim). On a successful save, they take half as
as gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must succeed on a DC 10 Constitution saving throw or take 1d6 necrotic damage and gain one
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
sudden sickness creep over them, but it passes quickly. Chardalyn Madness. Prolonged contact with the demonic magic imprinted on the chardalyn has afflicted the berserker with a form of madness
, causing the berserker to believe that its weapons are conduits through which it can speak to a demon lord or other dark power, as well as channel its rage. If the berserker’s madness is cured using magic
Equipment
saving throw. On a failed save, they take 14 (4d6) Psychic damage and gain one random form of Drakkenheim Madness> (see Appendix C in Monsters of Drakkenheim). On a successful save, they take half as
gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must succeed on a DC 10 Constitution saving throw or take 1d6 necrotic damage and gain one
Equipment
throw. On a failed save, they take 14 (4d6) Psychic damage and gain one random form of Drakkenheim Madness> (see Appendix C in Monsters of Drakkenheim). On a successful save, they take half as much
gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must succeed on a DC 10 Constitution saving throw or take 1d6 necrotic damage and gain one
Equipment
throw. On a failed save, they take 14 (4d6) Psychic damage and gain one random form of Drakkenheim Madness> (see Appendix C in Monsters of Drakkenheim). On a successful save, they take half as much
gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must succeed on a DC 10 Constitution saving throw or take 1d6 necrotic damage and gain one