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Returning 35 results for 'before being decision creatures reverting'.
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Spells
Player’s Handbook
You and up to ten willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a Fly Speed of 300 feet and
action to begin reverting to its normal form. Reverting takes 1 minute, during which the target has the Stunned condition. Until the spell ends, the target can revert to cloud form, which also requires
Wind Walk
Legacy
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Spells
Basic Rules (2014)
You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet
and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time
Monsters
Infernal Machine Rebuild
target it can see within 90 feet of it.
Eye of Fear. The target and up to four other creatures of the eye of fear and flame's choice within 10 feet of the target must each succeed on a DC 16 Wisdom saving
opaque black void. Ominous tales speak of these creatures prowling city streets in the darkest nights and during times of unease and unrest It is said that eyes of fear and flame were created by chaotic
Monsters
Icewind Dale: Rime of the Frostmaiden
goat, a snowy owl, or a wolf, reverting to human form only when it attacks. Clever ambushers, they use hallucinatory terrain spells to create illusory snowdrifts under which they can hide, or to
the awaken spell. These druids favor polar bears and reindeer (use the elk stat block in the Monster Manual) as companions, and such creatures typically share the druid’s disposition.
Ice
Monsters
Princes of the Apocalypse
Long Rest). Yan-C- Bin unleashes a terrible thundercrack in a 100-foot-radius sphere centered on himself. All other creatures in the area must succeed on a DC 24 Constitution saving throw or take 31 (9d6
pale and cloudy, and he loses the Air Form trait. He can remain in polymorphed form for up to 1 hour. Reverting to his true form requires an action.
Summon Elementals (1/Day). Yan-C-Bin summons up
Classes
Xanathar's Guide to Everything
person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and they slay their
, one day, even creatures of wickedness will invite their own redemption.
TENETS OF REDEMPTION
The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.
Peace
Classes
Xanathar's Guide to Everything
person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and they slay their
, one day, even creatures of wickedness will invite their own redemption.
TENETS OF REDEMPTION
The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.
Peace
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wind Walk Level 6 Transmutation (Druid) Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a candle)
Duration: 8 hours
You and up to ten willing creatures of your choice within range
Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic action to begin reverting to its normal form. Reverting takes 1
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Wind Walk Level 6 Transmutation (Druid) Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a candle)
Duration: 8 hours
You and up to ten willing creatures of your choice within range
Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic action to begin reverting to its normal form. Reverting takes 1
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Wind Walk 6th-level transmutation Casting Time: 1 minute Range: 30 feet Components: V, S, M (fire and holy water) Duration: 8 hours You and up to ten willing creatures you can see within range assume
actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can’t move. Until the spell ends, a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Wind Walk 6th-level transmutation Casting Time: 1 minute Range: 30 feet Components: V, S, M (fire and holy water) Duration: 8 hours You and up to ten willing creatures you can see within range assume
actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can’t move. Until the spell ends, a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
at night or spend the night on the water. An ice floe is more comfortable and offers safety from certain aquatic creatures. On the open water, the ship is safer from creatures that hunt only on the
ice, but sleeping on the deck is colder and less comfortable than in an easily built snow shelter. The decision of where to spend the night is up to the characters.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
at night or spend the night on the water. An ice floe is more comfortable and offers safety from certain aquatic creatures. On the open water, the ship is safer from creatures that hunt only on the
ice, but sleeping on the deck is colder and less comfortable than in an easily built snow shelter. The decision of where to spend the night is up to the characters.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
flowchart since each decision point (a branch in a corridor, a room with multiple exits) leads to new decision points. If the characters leave a room by the north door, you check your map and determine it
images that can inspire your mapmaking. Bringing a Location to Life An inhabited adventure location has its own ecosystem. The creatures that live there need to eat, drink, breathe, and sleep
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
council includes representatives from each of the five metallic dragon races, who will spread word to their fellows of the council’s decision. Of specific importance to the factions of Waterdeep is the
wisest and most powerful creatures. They must convince the dragons that the cause of the humanoid folk of the Sword Coast is just, and that dragons and non-dragons need to support each other in this
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
council includes representatives from each of the five metallic dragon races, who will spread word to their fellows of the council’s decision. Of specific importance to the factions of Waterdeep is the
wisest and most powerful creatures. They must convince the dragons that the cause of the humanoid folk of the Sword Coast is just, and that dragons and non-dragons need to support each other in this
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
path. Each patrols its territory in the guise of an arctic fox, a mountain goat, a snowy owl, or a wolf, reverting to human form only when it attacks. Clever ambushers, they use hallucinatory terrain
such creatures typically share the druid’s disposition. Ice Sickle. A frost druid can carve a sickle out of ice, requiring a total of 24 hours for the work. Bitter cold courses through this weapon
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
. But the knights’ protective magic hasn’t failed entirely; the creatures within the watchtower are trapped inside until someone or something frees them. The watchtower is in better physical shape
—volcanic activity, for example, spreading from Mekkalath’s lair—could also break the wards and release the creatures trapped within. The death tyrant is desperate to escape the watchtower and promises
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
fattest, heaviest member — the most successful and thus the most admired one in the group. The qualities that other creatures expect or demand of their leaders — such as intellect, decision-making ability
or tend these creatures but do tolerate their presence. A visit from a gelatinous cube or a carrion crawler probably is the only “housekeeping” a hill giant’s den ever sees. Ghouls are known to lurk
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Encounters The bulk of a typical D&D session consists of a series of encounters, similar to how a movie is a series of scenes. In each encounter, there are chances for the DM to describe creatures
and places and for characters to make choices. Encounters can involve exploration (interacting with the environment, including puzzles), social interaction with creatures, or combat. The Player’s
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Encounters The bulk of a typical D&D session consists of a series of encounters, similar to how a movie is a series of scenes. In each encounter, there are chances for the DM to describe creatures
and places and for characters to make choices. Encounters can involve exploration (interacting with the environment, including puzzles), social interaction with creatures, or combat. The following
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
makes the final decision as to what constitutes an enemy for the purpose of increasing a companion’s ferocity. Likewise, in the same way a swarm of creatures is counted as a single creature for the
Ferocity Companions are dangerous creatures. Though often more docile than their wild counterparts, they aren’t fully domesticated. Each companion’s ferocity is a measure of their tenacity and fury
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
aerial creatures worship the elemental prince as a god, and claim to see Yan-C-Bin’s eyes in swirling storms. Yan-C-Bin doesn’t care for their offerings, their sacrifices, or their worship. His only
(Recharges after a Short or Long Rest). Yan-C-Bin unleashes a terrible thundercrack in a 100-foot-radius sphere centered on himself. All other creatures in the area must succeed on a DC 24
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
humanoid figure. The interior of its hood cannot be seen except as an opaque black void. Ominous tales speak of these creatures prowling city streets in the darkest nights and during times of unease
and unrest. It is said that eyes of fear and flame were created by chaotic gods to foment the destruction of lawful creatures, or by lawful gods for the testing of their followers. Rumors state that
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the area. A time limit adds a complication, as does a decision point that might lead characters astray. This might be an exploration encounter, with traps and hazards as complications, or a combat
complication, the minions might be innocent creatures under the villain’s control. Killing the villain means breaking that control, but the adventurers must endure the minions’ attacks until the villain falls. Robson Michel Goblin raiders prepare an ambush in a gorge
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. This objective is similar to retrieving an object insofar as reaching the exit is a higher priority than killing opponents in the area. A time limit adds a complication, as does a decision point that
, the minions might be innocent creatures under the villain’s control. Killing the villain means breaking that control, but the adventurers must endure the minions’ attacks until they do.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
through a curtain is greatly reduced; only creatures within 5 feet of it can hear anything from the other side. Any object thrown or shot through a watery curtain has a cost of 60 feet immediately applied
missile spell could pass through the curtain to hit creatures on the far side of it, but the explosion from a fireball spell would not get through the barrier. A creature that passes through a watery
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and
redeemers still pray that, one day, even creatures of wickedness will invite their own redemption. Tenets of Redemption The tenets of the Oath of Redemption hold a paladin to a high standard of peace and
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
by a hero’s desperate prayer, a cleric’s use of the Divine Intervention class feature, or a god’s decision to intervene in mortal affairs for good or ill, an answer can manifest in a variety of ways
+). As an action, you can imbue your eyes with enhanced vision for 10 minutes. While the blessing is active, your eyes look like the starry void of Nyx, and you can see invisible creatures and objects
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
representing three fulcrums of society. Every major decision is subject to the council’s scrutiny, but not before running a bureaucratic gauntlet of forms and minor approvals to earn its coveted final
Inverse and administers its own twisted brand of justice. Gate An enormous, toothed gear rises out of the center of town, turning slowly. Creatures can enter and exit the portal from either side of the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
must face the awful decision of whether the child should be punished or exiled. Tribe Mother. Much in the way that they befriend children in order to corrupt them, annis hags have a tendency for
adopting a group of ogres, trolls, or other loutish creatures, ruling them through brute strength, verbal abuse, and superstition. Covens. An annis hag that is part of a coven (see the “Hag Covens” sidebar
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
each knew part of a ritual for crafting magic paintings that could bind mortal creatures with a terrible curse. After agreeing to share their knowledge and work together, they formed a coven dedicated to
am terrified of fire.” Auntie Greenbones The eldest member of the Fetid Gaze, the lawful evil Auntie Greenbones often defers to the other two hags on decision-making. In her true form, she is shriveled
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
poorly.
Creatures. Three giant octopuses are attacking a longboat and its crew — Belle Mare, Menard Chatte, and Chalkie Sharke (all CG human bandits). Adjust the fight to the length of time it’ll take
. Regardless of the characters’ decision, Belle also reveals that she knows something is wrong at the Silent Sound lighthouse. For at least two tendays, the normally reliable light has been dark. She fears that
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, honor, hard work, and seeing all non-duergar as lesser creatures. Duergar are ruthless but not unnecessarily cruel, and pragmatism drives their every decision. Though they treat the adventurers with
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
against a disastrous financial decision. That person then helps the character in gratitude.
Oddlewin Small Fey (Goblinoid), Chaotic Neutral
Armor Class 13 (leather armor)
Hit Points 21 (6d6
from his Deck of Many Things and pull a card from the deck. Oddlewin secretly enjoys seeing the chaos creatures bring about by drawing from the deck. He allows each character to draw one card. If






