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Returning 35 results for 'bards blink diffusing conjurer removed'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
Multiattack. The conjurer makes three Arcane Burst attacks.
Arcane Burst. Melee or Ranged Spell Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Arcane Burst"} to hit, reach 5
ft. or range 120 ft., one target. Hit: 19 (3d10 + 3);{"diceNotation":"3d10+3", "rollType":"damage", "rollAction":"Arcane Burst", "rollDamageType":"force"} force damage.
Spellcasting. The conjurer
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Conjurers summon creatures from other planes of existence and teleport themselves and others in the blink of an eye. Conjurer Wizard
Medium Humanoid, Any Alignment
Armor Class 12 (15 with mage armor
creates a protective barrier around itself or the other creature. The barrier reduces the damage to the protected creature by 26 (4d10 + 4), to a minimum of 0, and then vanishes.
Conjurer Wizard
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Conjurers summon creatures from other planes of existence and teleport themselves and others in the blink of an eye. Conjurer Wizard
Medium Humanoid, Any Alignment
Armor Class 12 (15 with mage armor
creates a protective barrier around itself or the other creature. The barrier reduces the damage to the protected creature by 26 (4d10 + 4), to a minimum of 0, and then vanishes.
Conjurer Wizard
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Conjurers summon creatures from other planes of existence and teleport themselves and others in the blink of an eye. Conjurer Wizard
Medium Humanoid, Any Alignment
Armor Class 12 (15 with mage armor
creates a protective barrier around itself or the other creature. The barrier reduces the damage to the protected creature by 26 (4d10 + 4), to a minimum of 0, and then vanishes.
Conjurer Wizard
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
area where the Weave has been torn. But surrounded by the Weave, a spellcaster can shape lightning to blast foes, transport hundreds of miles in the blink of an eye, or even reverse death itself.
All
magic depends on the Weave, though different kinds of magic access it in a variety of ways. The spells of wizards, warlocks, sorcerers, and bards are commonly called arcane magic. These spells rely on
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
area where the Weave has been torn. But surrounded by the Weave, a spellcaster can shape lightning to blast foes, transport hundreds of miles in the blink of an eye, or even reverse death itself.
All
magic depends on the Weave, though different kinds of magic access it in a variety of ways. The spells of wizards, warlocks, sorcerers, and bards are commonly called arcane magic. These spells rely on
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
area where the Weave has been torn. But surrounded by the Weave, a spellcaster can shape lightning to blast foes, transport hundreds of miles in the blink of an eye, or even reverse death itself.
All
magic depends on the Weave, though different kinds of magic access it in a variety of ways. The spells of wizards, warlocks, sorcerers, and bards are commonly called arcane magic. These spells rely on
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
can be removed by casting the Mending spell on the weapon.
In 1 minute, the pudding can eat through 2 feet of nonmagical wood or metal.
Spider Climb. The pudding can climb difficult surfaces
takes a −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. The penalty can be removed by casting the Mending spell on the armor.
Reactions
Split. Trigger
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
can be removed by casting the Mending spell on the weapon.
In 1 minute, the pudding can eat through 2 feet of nonmagical wood or metal.
Spider Climb. The pudding can climb difficult surfaces
takes a −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. The penalty can be removed by casting the Mending spell on the armor.
Reactions
Split. Trigger
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
can be removed by casting the Mending spell on the weapon.
In 1 minute, the pudding can eat through 2 feet of nonmagical wood or metal.
Spider Climb. The pudding can climb difficult surfaces
takes a −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. The penalty can be removed by casting the Mending spell on the armor.
Reactions
Split. Trigger
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
throughout this cold, spacious chamber. Soft blue lights blink across their upright faces, and wires snake from the towers along the floor and ceiling.
“You shouldn’t be here,” echoes a familiar voice in
, after which time it must be charged at one of the plug-in terminals located throughout this level. If removed from the ship, the device ceases to function until returned. S64: Stasis Chamber (Green
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
throughout this cold, spacious chamber. Soft blue lights blink across their upright faces, and wires snake from the towers along the floor and ceiling.
“You shouldn’t be here,” echoes a familiar voice in
, after which time it must be charged at one of the plug-in terminals located throughout this level. If removed from the ship, the device ceases to function until returned. S64: Stasis Chamber (Green
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
throughout this cold, spacious chamber. Soft blue lights blink across their upright faces, and wires snake from the towers along the floor and ceiling.
“You shouldn’t be here,” echoes a familiar voice in
, after which time it must be charged at one of the plug-in terminals located throughout this level. If removed from the ship, the device ceases to function until returned. S64: Stasis Chamber (Green
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
staring eyes that twitch and blink. Two corridors lead from this room in opposite directions.
When anyone moves toward one of the passages leading from this room, the eyes all shift to stare at that
character can also more easily navigate the Briny Pool, as described in chapter 8, although a creature affected with the feeblemind spell must have the spell removed first. A dispel magic spell (DC 18) cast
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
staring eyes that twitch and blink. Two corridors lead from this room in opposite directions.
When anyone moves toward one of the passages leading from this room, the eyes all shift to stare at that
character can also more easily navigate the Briny Pool, as described in chapter 8, although a creature affected with the feeblemind spell must have the spell removed first. A dispel magic spell (DC 18) cast
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
staring eyes that twitch and blink. Two corridors lead from this room in opposite directions.
When anyone moves toward one of the passages leading from this room, the eyes all shift to stare at that
character can also more easily navigate the Briny Pool, as described in chapter 8, although a creature affected with the feeblemind spell must have the spell removed first. A dispel magic spell (DC 18) cast
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
believe that their appearance derives from the primal fear inspired by fiendish creatures, while bards assert that panic, being such a repulsive emotion, is embodied by an equally ugly creature
cast the following spells, requiring no material components:
At will: blight, blink, chaos bolt,* darkness, detect magic, fly, shield
3/day each: circle of death, enervation,* phantasmal killer
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
believe that their appearance derives from the primal fear inspired by fiendish creatures, while bards assert that panic, being such a repulsive emotion, is embodied by an equally ugly creature
cast the following spells, requiring no material components:
At will: blight, blink, chaos bolt,* darkness, detect magic, fly, shield
3/day each: circle of death, enervation,* phantasmal killer
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
believe that their appearance derives from the primal fear inspired by fiendish creatures, while bards assert that panic, being such a repulsive emotion, is embodied by an equally ugly creature
cast the following spells, requiring no material components:
At will: blight, blink, chaos bolt,* darkness, detect magic, fly, shield
3/day each: circle of death, enervation,* phantasmal killer
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
natural form, Maud has sickly grayish-purple flesh, bulging eyes that seldom blink, and stringy black hair interwoven with fingerbones. If her disguise is pierced or the characters threaten her, Maud
contains 600 gp. Buried under the gold coins are four crawling claws that leap out and attack if the gold is removed, dumped, or otherwise disturbed.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
natural form, Maud has sickly grayish-purple flesh, bulging eyes that seldom blink, and stringy black hair interwoven with fingerbones. If her disguise is pierced or the characters threaten her, Maud
contains 600 gp. Buried under the gold coins are four crawling claws that leap out and attack if the gold is removed, dumped, or otherwise disturbed.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
natural form, Maud has sickly grayish-purple flesh, bulging eyes that seldom blink, and stringy black hair interwoven with fingerbones. If her disguise is pierced or the characters threaten her, Maud
contains 600 gp. Buried under the gold coins are four crawling claws that leap out and attack if the gold is removed, dumped, or otherwise disturbed.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
opportunity in the characters’ arrival. The mephit shares the following information in conversation: Gelida’s Beginnings. Gelida has been here for years. She arrived with her conjurer, a halfling spellcaster
named Deena Finkleton who came in hopes of stealing the dragon’s treasure. Gelida was left here to count the coins her conjurer pilfered, but the halfling never returned. Hiding from the Dragon. Gelida
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
opportunity in the characters’ arrival. The mephit shares the following information in conversation: Gelida’s Beginnings. Gelida has been here for years. She arrived with her conjurer, a halfling spellcaster
named Deena Finkleton who came in hopes of stealing the dragon’s treasure. Gelida was left here to count the coins her conjurer pilfered, but the halfling never returned. Hiding from the Dragon. Gelida
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
opportunity in the characters’ arrival. The mephit shares the following information in conversation: Gelida’s Beginnings. Gelida has been here for years. She arrived with her conjurer, a halfling spellcaster
named Deena Finkleton who came in hopes of stealing the dragon’s treasure. Gelida was left here to count the coins her conjurer pilfered, but the halfling never returned. Hiding from the Dragon. Gelida
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, a creature must succeed on a DC 15 Intelligence saving throw or be stunned until the crown is removed from its head by someone else. This saving throw is repeated at the end of each hour until either
the crown has been removed or its wearer has become stunned. If a creature wears the crown for ten uninterrupted days, the condition becomes permanent, as the crown reduces its wearer to a mindless
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, a creature must succeed on a DC 15 Intelligence saving throw or be stunned until the crown is removed from its head by someone else. This saving throw is repeated at the end of each hour until either
the crown has been removed or its wearer has become stunned. If a creature wears the crown for ten uninterrupted days, the condition becomes permanent, as the crown reduces its wearer to a mindless
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, a creature must succeed on a DC 15 Intelligence saving throw or be stunned until the crown is removed from its head by someone else. This saving throw is repeated at the end of each hour until either
the crown has been removed or its wearer has become stunned. If a creature wears the crown for ten uninterrupted days, the condition becomes permanent, as the crown reduces its wearer to a mindless
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
magic on the chains renders them unbreakable, so they can’t be removed from this room. Dungeon State. If the glabrezu is left free in this area, it eventually frees the demons in area 8 from their
silently against their confinement. The wall in the southwest corner contains a contact stone.
Creatures. One Red Wizard conjurer oversees one deathlock wight and one Thayan apprentice (see appendix B
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
first time on a turn takes 40 (9d8) lightning damage. When the barrier appears, read: The shimmering head and shoulders of a woman blink into existence above the arena floor. Electrical currents course
trophy of similar value is placed upon the pedestal. If an all-magen team wins the game, the winners collect their prize and disappear, taking the trophy with them. Treasure. The trophy can’t be removed
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
magic on the chains renders them unbreakable, so they can’t be removed from this room. Dungeon State. If the glabrezu is left free in this area, it eventually frees the demons in area 8 from their
silently against their confinement. The wall in the southwest corner contains a contact stone.
Creatures. One Red Wizard conjurer oversees one deathlock wight and one Thayan apprentice (see appendix B
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
first time on a turn takes 40 (9d8) lightning damage. When the barrier appears, read: The shimmering head and shoulders of a woman blink into existence above the arena floor. Electrical currents course
trophy of similar value is placed upon the pedestal. If an all-magen team wins the game, the winners collect their prize and disappear, taking the trophy with them. Treasure. The trophy can’t be removed
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
first time on a turn takes 40 (9d8) lightning damage. When the barrier appears, read: The shimmering head and shoulders of a woman blink into existence above the arena floor. Electrical currents course
trophy of similar value is placed upon the pedestal. If an all-magen team wins the game, the winners collect their prize and disappear, taking the trophy with them. Treasure. The trophy can’t be removed
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
magic on the chains renders them unbreakable, so they can’t be removed from this room. Dungeon State. If the glabrezu is left free in this area, it eventually frees the demons in area 8 from their
silently against their confinement. The wall in the southwest corner contains a contact stone.
Creatures. One Red Wizard conjurer oversees one deathlock wight and one Thayan apprentice (see appendix B
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
form throughout the spire. Each crystal is a Tiny object with AC 8, 3 hit points, and immunity to poison and psychic damage. If more than half of the crystals are removed or destroyed, Everlast ceases
High Evoker Zadulus
High Conjurer Damorith High Illusionist Ajamar
High Diviner Apius High Necromancer Cadavix
High Enchanter Ivira High Transmuter Metaltra
The characters can






