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Returning 35 results for 'been both defender can realms'.
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Spells
Player’s Handbook
You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose
Avenger or Defender. Your choice determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies
Classes
Player’s Handbook
, Mace, Holy Symbol, Priest's Pack, and 7 GP; or (B) 110 GP
Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity
, a Cleric can reach out to the divine magic of the Outer Planes—where gods dwell—and channel it to bolster people and battle foes.
Because their power is a divine gift, Clerics typically
Monsters
Heroes of the Borderlands
. Hit: 1 Piercing damage, and the target has the Charmed condition until the start of the sprite’s next turn.
Heart Sight. Charisma Saving Throw: DC 10, one creature within 5 feet the sprite can
ends early immediately after the sprite makes an attack roll or deals damage, or if the sprite has the Incapacitated condition.Sprites are wee spirits of nature that can see the innate goodness or
Magic Items
Forgotten Realms: Adventures in Faerûn
When you attune to this pin, choose a Harper persona (see the Forgotten Realms: Heroes of Faerûn for examples), including an alignment and a creature type. While wearing this pin, you register
can devise a general line of thought of 25 words or fewer. While you wear this pin, a creature that reads your thoughts detects your preprogrammed line of thought instead. A creature that takes the
Classes
Forgotten Realms: Heroes of Faerûn
knights serving in Cormyr, the Silver Marches, Damara, Chessenta, or other lands across Faerûn. They wander the realms as knights errant, taking the fight against evil beyond their kingdom’s
borders.
A Banneret relies on judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers. A lone Banneret is a skilled warrior, but when leading a band of allies one of these warriors can transform even a poorly equipped militia into a ferocious war band.
Monsters
Forgotten Realms: Adventures in Faerûn
by this breath in a 15-foot Cone. Failure: The target’s Speed is halved, it can’t take Reactions, and it can take either an action or a Bonus Action on its turn, not both. It repeats the
song dragons, are powerful dragons whose powers stem from the magic and history of fallen realms. They embody the spirit of a bygone age, and so as they grow and mature, they develop an erratic control
Monsters
Forgotten Realms: Adventures in Faerûn
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Time-Warping Breath.
Rend. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction
: Half damage.
Time-Warping Breath. Wisdom Saving Throw: DC 15, each creature that isn’t currently affected by this breath in a 30-foot Cone. Failure: The target’s Speed is halved, it can
Monsters
Forgotten Realms: Adventures in Faerûn
circle of the Cult of the Dragon, from whom he commands obedience.
Sammaster rarely remains in one place for long, as he thinks no one can oversee the Cult of the Dragon activities across the Realms as
Legendary Resistance (3/Day). If Sammaster fails a saving throw, he can choose to succeed instead.
Life Suppression. Creatures within 60 feet of Sammaster can’t regain Hit Points.
Magic
Monsters
Forgotten Realms: Adventures in Faerûn
the Dragon, from whom he commands obedience.
Sammaster rarely remains in one place for long, as he thinks no one can oversee the Cult of the Dragon activities across the Realms as efficiently as he
Legendary Resistance (3/Day). If Sammaster fails a saving throw, he can choose to succeed instead.
Life Suppression. Creatures within 60 feet of Sammaster can’t regain Hit Points.
Magic
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a
is halved, it can’t take Reactions, and it can take either an action or a Bonus Action on its turn, not both. It repeats the save at the end of each of its turns, ending the effect on itself on
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a
. Wisdom Saving Throw: DC 18, each creature that isn’t currently affected by this breath in a 60-foot Cone. Failure: The target’s Speed is halved, it can’t take Reactions, and it can
Monsters
Keys from the Golden Vault
grappled (escape DC 13). A creature grappled by the defender takes the damage again at the start of each of the defender’s turns. The defender can have only one creature grappled in this way at a time
, and the defender can’t make Electrified Bite attacks while grappling.A clockwork defender is a mechanical quadruped that vaguely resembles a hound. Its eyes glow and can project intense but
Monsters
Eberron: Rising from the Last War
Keen Senses. The defender has advantage on Wisdom (Perception) checks.
Telepathic Bond. While the defender is on the same plane of existence as its master, it can magically convey what it senses to
extra 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage and be grappled (escape DC 13). The defender can have only one creature grappled
Monsters
Thieves’ Gallery
Reckless. At the start of her turn, Holga can gain advantage on melee weapon attack rolls during that turn, but attack rolls against her have advantage until the start of her next turn.
Special
when her ire is up, Holga wields anything that comes to hand—from weapons to snacks. Her unwavering loyalty makes her a fierce defender of allies, particularly her best friend, Edgin Darvis;Edgin
Monsters
Curse of Strahd
damage.Animated objects are crafted with potent magic to follow the commands of their creators. When not commanded, they follow the last order they received to the best of their ability, and can act independently
number of permanent spell effects on it to make the armor a better castle defender.
The armor understands Common but obeys only the commands of its master.
Lightning, PoisonCold, Fire
Summon Celestial
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Tasha’s Cauldron of Everything
You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the
spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an
Monsters
Planescape: Adventures in the Multiverse
inhabitants of the Outer Planes. They travel widely and are important indicators of the health of the realms in which they reside; when sunflies struggle, so do the places they inhabit. Sunflies have
stingers that they use to inject natural toxins into other creatures. Planar magic can alter a sunfly’s toxin so that its effect is different depending on which Outer Plane the sunfly is on.
Many
Classes
Xanathar's Guide to Everything
Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a natural
alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Cavalry Training. When the duergar hits a target with a melee attack while mounted, the mount can use its reaction to make one melee attack against the same target.
Duergar Resilience. The 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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can’t find any way
hopelessness.
Star Spawn
The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms alien to mortal life. Some are so hostile that even a moment
Monsters
Mordenkainen Presents: Monsters of the Multiverse
attacks and two Stomping Foot attacks. After one of the attacks, the duergar can move up to its speed without provoking opportunity attacks. It can replace one of the attacks with a use of Flame Jet.
Iron
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
Lightfoot Halfling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You’re inclined to be affable and get along well with others. In the Forgotten Realms, lightfoot
Monsters
Bigby Presents: Glory of the Giants
gigant’s turns. While the gigant is grappling a target, it can’t use Mandibles against other targets.
Talons. Melee Weapon Attack: +13;{"diceNotation":"1d20+13", "rollType":"to hit
"} poison damage on a failed save, or half as much damage on a successful one. On a success or failure, the creature has the poisoned condition for 1 hour. While poisoned this way, the creature can
Classes
Tasha’s Cauldron of Everything
Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Feywild, the Upper Planes, and other realms of supernatural power radiate with such forces and can profoundly
Monsters
Mordenkainen Presents: Monsters of the Multiverse
","rollType":"recharge","rollAction":"Flurry of Claws"}. The mangler makes six Claw attacks. Either before or after these attacks, it can move up to its speed without provoking opportunity attack;opportunity
attacks.A mangler is a low-slung, creeping horror with multiple gangly arms—it most often has six arms but can have any number from four to eight. Manglers creep along the ground or the walls
Classes
Xanathar's Guide to Everything
Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a natural
alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are
Classes
Tasha’s Cauldron of Everything
The twilit transition from light into darkness often brings calm and even joy, as the day’s labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight
Arrah
Eberron
Helm
Forgotten Realms
Ilmater
Forgotten Realms
Mishakal
Dragonlance
Selûne
Forgotten Realms
Yondalla
Halfling
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Ethereal Awareness. The shadow mastiff can see ethereal creatures and objects.
Sunlight Weakness. While in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls
sunlight, these hounds are usually met as a pack. Some faiths devoted to deities of gloom and night, such as that of Shar in the Forgotten Realms, perform unholy rites to summon shadow mastiffs to work
Magic Items
Acquisitions Incorporated
This delicate and exquisitely crafted clockwork orrery features multiple geared components whose sweeping hands and dials represent the complex interplay of planar and magical realms. Standing two
own right:
The chronolometerThe dimensional loopThe far gearThe rotor of returnThe timepiece of travelThe wheel of stars
Creatures can attune to the orrery’s components individually. If attuned
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened, and magic can’t put the hatchling to sleep.
Spider Climb. The hatchling can climb difficult
","rollAction":"Bite","rollDamageType":"poison"} poison damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end
Monsters
Mordenkainen Presents: Monsters of the Multiverse
location can’t be discerned by magic.Multiattack. The hulk makes two Slam attacks. If both attacks hit the same target, the target also takes 9 (2d8);{"diceNotation":"2d8", "rollType":"damage
-known planes of existence lie realms alien to mortal life. Some are so hostile that even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these
Species
Eberron: Rising from the Last War
The Mark of Sentinel warns and protects. It heightens senses and reflexes, allowing an heir to respond to threats with uncanny speed. It can shield its bearer from harm. Whether on the battlefield or
forces, House Deneith brokers the services of a wide range of soldiers, including Valenar war bands and the goblins of Droaam. Beyond the battlefield, the Defender’s Guild provides exceptional
Monsters
Planescape: Adventures in the Multiverse
Axiomatic Mind. The decaton can’t be compelled to act in a manner contrary to its nature or its instructions.
Combat Ready. The decaton has advantage on initiative rolls.
Disintegration. If
":"piercing"} piercing damage, and if the target is a Medium or smaller creature, it has the grappled condition (escape DC 14). Until this grapple ends, the decaton can’t use this tentacle against
Classes
Tasha’s Cauldron of Everything
Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Feywild, the Upper Planes, and other realms of supernatural power radiate with such forces and can profoundly
Monsters
Mordenkainen Presents: Monsters of the Multiverse
(5d8);{"diceNotation":"5d8", "rollType":"damage", "rollAction":"Plague of Worms", "rollDamageType":"necrotic"} necrotic damage at the start of each of the mage’s turns. The creature can repeat the
, the mage gains 10 temporary hit points.The mage can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another






