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Returning 35 results for 'badger barriers diffusing command realms'.
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badger barriers diffusing common realms
Magic Items
Dungeon Master’s Guide
Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts
1
Weasel
2
Giant Rat
3
Badger
4
Boar
5
Panther
6
Giant Badger
7
Dire Wolf
8
Giant Elk
Rust Bag of Tricks
1d8
Creature
1
Rat
2
Monsters
Lost Laboratory of Kwalish
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
each: charm person, command, hold person
1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha's hideous laughterMind Blast (Recharge 5-6);{"diceNotation":"1d6","rollType":"recharge
Bag of Tricks
Legacy
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Magic Items
Basic Rules (2014)
, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the
Tricks
d8
Creature
1
Weasel
2
Giant rat
3
Badger
4
Boar
5
Panther
6
Giant badger
7
Dire wolf
8
Giant elk
Rust Bag of Tricks
d8
Monsters
Infernal Machine Rebuild
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
each: charm person, command, hold person
1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha's hideous laughterMind Blast (Recharge 5-6);{"diceNotation":"1d6","rollType":"recharge
Monsters
Mordenkainen Presents: Monsters of the Multiverse
effective leaders in battle.
Among Lolth’s devotees in the city of Menzoberranzan in the Forgotten Realms, each noble house entrusts the leadership of its military forces to a house captain, who
subterranean world of that god’s malevolence.Battle Command. Choose one creature within 30 feet of the drow that the drow can see. If the chosen creature can see or hear the drow, that creature can use its reaction to make one melee attack or to take the Dodge or Hide action.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, inspiring, and merciless in equal parts. A skilled leader in battle, the warlord can use spikes of psionic energy to compel the warriors they command to fight harder.
Duergar
Duergar are dwarves of
the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have been deeply impacted by their ancestors’ captivity and torment by mind flayers; they were
Monsters
Planescape: Adventures in the Multiverse
damage on a successful one.When the armies of Mechanus mobilize against the forces of chaos, hextons are the field generals who command modron troops. These hulking hierarchs lead groups of modrons in
, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.Lightning, Psychic
Mummy Lord
Legacy
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Monsters
Basic Rules (2014)
(at will): sacred flame, thaumaturgy
1st level (4 slots): command, guiding bolt, shield of faith
2nd level (3 slots): hold person, silence, spiritual weapon
3rd level (3 slots): animate dead
, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn.
Whirlwind of Sand (Costs 2 Actions). The mummy lord magically transforms into a
Monsters
Candlekeep Mysteries
spells prepared:
Cantrips (at will): sacred flame, thaumaturgy
1st level (4 slots): command, guiding bolt, shield of faith
2nd level (3 slots): hold person, silence, spiritual weapon
3rd level (3
2 Actions). The fungal servant magically unleashes negative energy. Creatures within 60 feet of the fungal servant, including ones behind barriers and around corners, can’t regain hit points
Acolyte
Legacy
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Backgrounds
Basic Rules (2014)
, from the Forgotten Realms setting. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call
incense, vestments, a set of common clothes, and a pouch containing 15 gp
FEATURE: SHELTER OF THE FAITHFUL
As an acolyte, you command the respect of those who share your faith, and you can perform
Monsters
Candlekeep Mysteries
","rollType":"spell","rollAction":"Spellcasting"} to hit with spell attacks). Valin has the following cleric spells prepared:
Cantrips (at will): sacred flame, thaumaturgy
1st level (4 slots): command
energy. Creatures within 60 feet of Valin, including ones behind barriers and around corners, can’t regain hit points until the end of Valin’s next turn.
Whirlwind of Sand (Costs 2 Actions
Monsters
Waterdeep: Dungeon of the Mad Mage
(at will): sacred flame, thaumaturgy
1st level (4 slots): command, guiding bolt, shield of faith
2nd level (3 slots): hold person, silence, spiritual weapon
3rd level (3 slots): animate dead
Negative Energy (Costs 2 Actions). The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit
Backgrounds
Guildmasters’ Guide to Ravnica
friends, message
1st
command, ensnaring strike
2nd
arcane lock, calm emotions, hold person
3rd
clairvoyance, counterspell
4th
compulsion, divination
5th
dominate person
Your magic often takes the form of blue or golden runes floating and glowing in the air in circular patterns or of shimmering azure barriers of magical energy. If you
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such
Creature 1 Weasel 2 Giant Rat 3 Badger 4 Boar 5 Panther 6 Giant Badger 7 Dire Wolf 8 Giant Elk Rust Bag of Tricks 1d8 Creature 1 Rat 2 Owl 3 Mastiff 4 Goat 5 Giant Goat 6 Giant Boar 7 Lion 8 Brown
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such
Creature 1 Weasel 2 Giant Rat 3 Badger 4 Boar 5 Panther 6 Giant Badger 7 Dire Wolf 8 Giant Elk Rust Bag of Tricks 1d8 Creature 1 Rat 2 Owl 3 Mastiff 4 Goat 5 Giant Goat 6 Giant Boar 7 Lion 8 Brown
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such
Creature 1 Weasel 2 Giant Rat 3 Badger 4 Boar 5 Panther 6 Giant Badger 7 Dire Wolf 8 Giant Elk Rust Bag of Tricks 1d8 Creature 1 Rat 2 Owl 3 Mastiff 4 Goat 5 Giant Goat 6 Giant Boar 7 Lion 8 Brown
monsters
fuses the swarms under its command, forming a Carrion Crawler in an unoccupied space they can see within 90 feet of themself. The Carrion Crawler takes its turn immediately after Valaara on the same
that suits the story, they are also less permanent than the ties between Eberron and the realms of many other daelkyr. A tunnel to the Deepest Hive can appear wherever it suits the needs of a story
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such
Creature 1 Weasel 2 Giant Rat 3 Badger 4 Boar 5 Panther 6 Giant Badger 7 Dire Wolf 8 Giant Elk Rust Bag of Tricks 1d8 Creature 1 Rat 2 Owl 3 Mastiff 4 Goat 5 Giant Goat 6 Giant Boar 7 Lion 8 Brown
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such
Creature 1 Weasel 2 Giant Rat 3 Badger 4 Boar 5 Panther 6 Giant Badger 7 Dire Wolf 8 Giant Elk Rust Bag of Tricks 1d8 Creature 1 Rat 2 Owl 3 Mastiff 4 Goat 5 Giant Goat 6 Giant Boar 7 Lion 8 Brown
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such
until the next dawn. Gray Bag of Tricks d8 Creature 1 Weasel 2 Giant rat 3 Badger 4 Boar 5 Panther 6 Giant badger 7 Dire wolf 8 Giant elk Rust Bag of Tricks d8 Creature 1 Rat 2 Owl 3 Mastiff 4
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such
until the next dawn. Gray Bag of Tricks d8 Creature 1 Weasel 2 Giant rat 3 Badger 4 Boar 5 Panther 6 Giant badger 7 Dire wolf 8 Giant elk Rust Bag of Tricks d8 Creature 1 Rat 2 Owl 3 Mastiff
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such
until the next dawn. Gray Bag of Tricks d8 Creature 1 Weasel 2 Giant rat 3 Badger 4 Boar 5 Panther 6 Giant badger 7 Dire wolf 8 Giant elk Rust Bag of Tricks d8 Creature 1 Rat 2 Owl 3 Mastiff 4
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such
until the next dawn. Gray Bag of Tricks d8 Creature 1 Weasel 2 Giant rat 3 Badger 4 Boar 5 Panther 6 Giant badger 7 Dire wolf 8 Giant elk Rust Bag of Tricks d8 Creature 1 Rat 2 Owl 3 Mastiff
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such
Creature 1 Weasel 2 Giant Rat 3 Badger 4 Boar 5 Panther 6 Giant Badger 7 Dire Wolf 8 Giant Elk Rust Bag of Tricks 1d8 Creature 1 Rat 2 Owl 3 Mastiff 4 Goat 5 Giant Goat 6 Giant Boar 7 Lion 8 Brown
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such
until the next dawn. Gray Bag of Tricks d8 Creature 1 Weasel 2 Giant rat 3 Badger 4 Boar 5 Panther 6 Giant badger 7 Dire wolf 8 Giant elk Rust Bag of Tricks d8 Creature 1 Rat 2 Owl 3 Mastiff 4
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such
until the next dawn. Gray Bag of Tricks d8 Creature 1 Weasel 2 Giant rat 3 Badger 4 Boar 5 Panther 6 Giant badger 7 Dire wolf 8 Giant elk Rust Bag of Tricks d8 Creature 1 Rat 2 Owl 3 Mastiff
Backgrounds
Baldur’s Gate: Descent into Avernus
religious service. The Gods of the Multiverse section contains a sample pantheon, from the Forgotten Realms setting. Were you a lesser functionary in a temple, raised from childhood to assist the priests in
an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing
Dwarf
Legacy
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races
Basic Rules (2014)
. For example, some of the oldest dwarves living in Citadel Felbarr (in the world of the Forgotten Realms) can recall the day, more than three centuries ago, when orcs conquered the fortress and drove
command or inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods. Clan and ancestry are also important motivators. A dwarf might seek to restore a clan
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
)
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
/day each: charm person, command, hold person
1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha’s hideous laughter
Actions
Mind Blast (Recharge 5-6). The brain in a jar
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
)
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
/day each: charm person, command, hold person
1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha’s hideous laughter
Actions
Mind Blast (Recharge 5-6). The brain in a jar
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
)
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
/day each: charm person, command, hold person
1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha’s hideous laughter
Actions
Mind Blast (Recharge 5-6). The brain in a jar
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
walls are carved with bas-reliefs of unicorns and bare-branched trees.
A detect magic spell reveals an aura of abjuration magic around the pillars. Touching a pillar while speaking the proper command
language only. It knows that the caryatids can restore petrified creatures to flesh, having seen them in action, and it has heard Halaster speak the command phrase to activate the caryatids. Its
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
walls are carved with bas-reliefs of unicorns and bare-branched trees.
A detect magic spell reveals an aura of abjuration magic around the pillars. Touching a pillar while speaking the proper command
language only. It knows that the caryatids can restore petrified creatures to flesh, having seen them in action, and it has heard Halaster speak the command phrase to activate the caryatids. Its
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
walls are carved with bas-reliefs of unicorns and bare-branched trees.
A detect magic spell reveals an aura of abjuration magic around the pillars. Touching a pillar while speaking the proper command
language only. It knows that the caryatids can restore petrified creatures to flesh, having seen them in action, and it has heard Halaster speak the command phrase to activate the caryatids. Its
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Tinny music emanates from the southern doorway (leading to area 7c).
7b. Living Quarters Pet. A giant badger playfully chews on a stuffed toy in the middle of the room. Furnishings. The dingy
unclean pots and filthy pans.
Arch. Set into the west wall is a stone arch decorated with inlaid images of dancing goblins. Carved into the arch’s keystone is the letter D.
The giant badger fights






