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Returning 13 results for 'same of restraints dark verdan'.
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same of restrained days verbal
Species
Acquisitions Incorporated
— especially those designed to protect the power and wealth of the elite. When living among enlightened folk, verdan are still the first to speak out against cultural restraints on individuals
The verdan owe their existence to chaos. Descended and transformed from a large clan of goblins and hobgoblins, those who became the verdan were simply living their lives, doing goblinoid things. But
Monsters
Ghosts of Saltmarsh
feet of movement to escape from nonmagical restraints or being grappled.Multiattack. The kraken makes two tentacle attacks, each of which it can replace with one use of Fling.
Bite. Melee Weapon
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
Monsters
Infernal Machine Rebuild
restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.Multiattack. The thessalkraken makes one bite attack and two tentacle attacks. It can replace each tentacle
acid.A Thessalkraken’s Lair
A thessalkraken lives in the dark depths, usually a sunken rift or a cavern filled with detritus, treasure, and the remains of sacrificial victims.
Lair Actions
On
Monsters
Storm King's Thunder
feet of movement to escape from nonmagical restraints or being grappled.
Siege Monster. Slarkrethel deals double damage to objects and structures.
Legendary Resistance (3/Day). If Slarkrethel fails
cloud, which otherwise disappears at the end of the kraken's next turn.A Kraken’s Lair
A kraken lives in dark depths, usually a sunken rift or a cavern filled with detritus, treasure, and
Kraken
Legacy
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Monsters
Basic Rules (2014)
feet of movement to escape from nonmagical restraints or being grappled.
Siege Monster. The kraken deals double damage to objects and structures.Multiattack. The kraken makes three tentacle attacks
current disperses the cloud, which otherwise disappears at the end of the kraken's next turn.A Kraken’s Lair
A kraken lives in dark depths, usually a sunken rift or a cavern filled with
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Cultural Chameleons The clan homes of the Underdark goblinoids who became the verdan covered an enormous area. As the verdan fled to the surface world, they emerged in culturally diverse locations
. Some found themselves near dwarven strongholds, others near elven enclaves, and others near the widespread human settlements of Faerûn. Without a cultural identity or memory of their own, the verdan
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K60. North Tower Peak If the characters climb the stairs to this area, read: The stairs end at a dark and dreary room with manacles attached to the walls. In the middle of the room is a wood-framed
bed fitted with leather restraints. At the foot of the bed rests a closed iron chest, is lid sculpted with an emblem.
A wooden ladder leads up to a trapdoor in the ceiling. Thin streams of water drip
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Juvenile Kraken 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
of Movement. The kraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
movement to escape from nonmagical restraints or being grappled.
Actions
Multiattack. The thessalkraken makes one bite attack and two tentacle attacks. It can replace each tentacle attack with one use
thessalkraken’s next turn.
A Thessalkraken’s Lair A thessalkraken lives in the dark depths, usually a sunken rift or a cavern filled with detritus, treasure, and the remains of sacrificial victims. Lair
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
kraken emerges from its dark demesne, and even in the middle of the deepest oceans, storms rise or abate according to its will. The kraken is a primeval force that obliterates the greatest achievements of
Movement. The kraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
stone staircase curves down the wall of the pit, which holds three enormous stone vats brimming with differently colored liquids.
Four cultists in dark purple robes pile armfuls of humanoid bones into
rows of clammy stone pews. Green mucus carpets the center aisle, leading to a bloodstained altar on a rocky precipice. Behind the altar, the chapel opens to a dark cavern.
Two rusty cages are set into
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
tunnels beneath the warehouse were dug as smugglers’ byways. Later, worshipers of That-Which-Endures (see the sidebar in the “New Race: Verdan” section in chapter 3) excavated chambers beneath the ground
it. A small, brass-colored dragon thrashes madly at the far end of the cavern, trapped beneath two large boulders that block a northern tunnel. Two dark creatures resembling flying squids dart just out
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
fist-sized crystalline globe resting on it. The globes in the northern alcoves are cracked and dark, but the globe in the southern alcove glows with a soft blue light. Faint tinkling notes issue from it
the Wisdom saving throw then increases to 20. If the globe is reduced to 0 hit points or taken from the room, it cracks and goes dark and silent. It no longer functions. 8. Pressure Plate The air is