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Returning 35 results for 'before being defined creatures rebuke'.
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Monsters
Mythic Odysseys of Theros
can innately cast the following spells, requiring no material components:
At will: fire bolt (see “Actions” below)
3/day: burning hands
1/day each: hellish rebuke (see “Reactions” below), scorching
Rebuke (2nd-Level Spell; 1/Day). When the oread is damaged by a creature within 60 feet of the oread that it can see, the creature that damaged the oread must make a DC 14 Dexterity saving throw, taking 16
Monsters
Dragonlance: Shadow of the Dragon Queen
will: detect magic, light, prestidigitation
2/day each: dimension door, mage armor
1/day each: arcane eye, dominate person, wall of forceNoxious Rebuke (3/Day). When a creature within 60 feet of
":"damage", "rollAction":"Noxious Rebuke", "rollDamageType":"poison"} poison damage on a failed save, or half as much damage on a successful one.A black-robed member of the Mages of High Sorcery, Lohezet
Monsters
Mordenkainen's Fiendish Folio Volume 1
","rollAction":"Mace"} to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage","rollAction":"Mace","rollDamageType":"bludgeoning"} bludgeoning damage.Defensive Rebuke. If a
and his followers the initial, unwilling recruits into his crusade. Today, hobgoblins chafe at the suggestion that creatures as lazy and untamed as norkers could claim such an honor. For that reason
Classes
Xanathar's Guide to Everything
play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges
. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of
Classes
Xanathar's Guide to Everything
play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges
. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of
Monsters
Mordenkainen's Fiendish Folio Volume 1
","rollDamageType":"slashing"} slashing damage.
Fight On, You Slugs. The norker war leader picks up to three allied goblinoids within 60 feet that can see it. The chosen creatures can each use their reactions to
make a single melee attack.Defensive Rebuke. If a creature within 5 feet of the norker makes a melee attack against it, the norker can use its reaction to cause 6 piercing damage to it.Cruel, vicious
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Intelligence as the spellcasting ability (spell save DC 16):
At will: fog cloud, gust of wind, sleet stormFrigid Rebuke. When the eladrin takes damage from a creature the eladrin can see within 60 feet
of it, the eladrin can force that creature to succeed on a DC 16 Constitution saving throw or take 11 (2d10);{"diceNotation":"2d10","rollType":"damage","rollAction":"Frigid Rebuke","rollDamageType
Yuan-ti Pit Master
Legacy
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Monsters
Volo's Guide to Monsters
rebuke, invisibility, misty step, unseen servant, vampiric touchMultiattack (Yuan-ti Form Only). The yuan-ti makes two bite attacks using its snake arms.
Bite. Melee Weapon Attack: +5;{"diceNotation
damage plus 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Bite","rollDamageType":"poison"} poison damage.
Merrshaulk's Slumber (1/Day). The yuan-ti targets up to five creatures that
Monsters
Bigby Presents: Glory of the Giants
", "rollAction":"Gorging Charge"}. The maw moves up to its speed without provoking opportunity attack;opportunity attacks and can move through the spaces of Large or smaller creatures. Each time the maw enters
grapple ends, the target has the restrained condition. The maw can have only one creature grappled in this way at a time.Fanged Rebuke. In response to taking damage, the maw makes one Bite attack
Monsters
Vecna: Eve of Ruin
flying, spectral entities that fill a 120-foot cone and pass through all creatures in that area before dissipating. Each creature in that area must make a DC 22 Constitution saving throw. On a failed
’s level, the caster takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Dread Counterspell", "rollDamageType":"psychic"} psychic damage if the spell fails.
Fell Rebuke. In
Monsters
Eberron: Rising from the Last War
(4 slots): command, compelled duel, hellish rebuke, wrathful smite
2nd level (3 slots): branding smite, crown of madness, darkness, find steed, magic weaponMultiattack. The knight attacks twice with
zombies created by the necromancers were mindless creatures that required guidance. The first bone knights were appointed to provide this control.
Devoted paladins of the Blood of Vol were fused into
Monsters
Baldur’s Gate: Descent into Avernus
, dispel magic, hellish rebuke, invisibility, major image, speak with dead, suggestion
1/day each: banishment, demiplane, dominate person, fly, forcecage, geas, plane shift, true seeing
Magic Weapons
at Infernal Rapture. If they possess a talent for sales, they might eventually obtain a business to run within the Wandering Emporium.Bludgeoning, Piercing, and Slashing from Nonmagical AttacksPiercing from Magic Weapons Wielded by Good Creatures
Wizard
Legacy
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Classes
Basic Rules (2014)
, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute
else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as
Warforged
Legacy
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Species
Eberron: Rising from the Last War
.
Warforged Personality
The warforged were built to serve and to fight. For most of their existence, warforged had a clearly defined function and were encouraged to focus purely on that role. The Treaty
of Thronehold gave them freedom, but many still struggle both to find a place in the post-war world and to relate to the creatures who created them.
The typical warforged shows little emotion. Many
Juiblex
Legacy
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Monsters
Out of the Abyss
flesh-and-blood creatures form Juiblex’s extended physical body, while the demon lord slowly digests and savors their identities over time.Juiblex’s Lair
Juiblex’s principal lair is
must possess as many material goods as I can.”
81–00
“My personality is irrelevant. I am defined by what I consume.”
Poison; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksCold, Fire, Lightning
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Reaction A Reaction is a special action taken in response to a trigger defined in the Reaction’s description. You can take a Reaction on another creature’s turn, and if you take it on your turn, you
can do so even if you also take an action, a Bonus Action, or both. Once you take a Reaction, you can’t take another one until the start of your next turn. The Opportunity Attack is a Reaction available to all creatures. See also “Opportunity Attacks” and chapter 1 (“Actions”).
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Reaction A Reaction is a special action taken in response to a trigger defined in the Reaction’s description. You can take a Reaction on another creature’s turn, and if you take it on your turn, you
can do so even if you also take an action, a Bonus Action, or both. Once you take a Reaction, you can’t take another one until the start of your next turn. The Opportunity Attack is a Reaction available to all creatures. See also “Opportunity Attacks” and “Playing the Game” (“Actions”).
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Warforged Personality The warforged were built to serve and to fight. For most of their existence, warforged had a clearly defined function and were encouraged to focus purely on that role. The
Treaty of Thronehold gave them freedom, but many warforged struggle both to find a place in the post-war world and to relate to the creatures that created them. The typical warforged shows little emotion
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Merfolk Wavebender These merfolk mages use magic to manipulate water, storms, and sea creatures to aid them. Merfolk Wavebender Medium Elemental, Neutral
AC 14 Initiative +4 (14)
HP 97 (15d8 + 30
spellcasting ability (spell save DC 15):
At Will: Elementalism, Light
1/Day Each: Control Water, Create or Destroy Water
Reactions
Watery Rebuke. Trigger: An enemy the merfolk can see enters a space
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
What Is a Monster? A monster is defined as any creature that can be interacted with and potentially fought and killed. Even something as harmless as a frog or as benevolent as a unicorn is a monster
levels, and for nearly every climate and terrain imaginable. Whether your adventure takes place in a swamp, a dungeon, or the outer planes of existence, there are creatures in this book to populate that environment.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
people defined by their roles and professions, such as mages, pirates, and warriors. They include members of varied species. Monstrosities are unnatural creatures with strange origins, such as mimics
Creature Type Each monster has a tag that identifies the type of creature it is. Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Creature Type Each monster has a tag that identifies the type of creature it is. Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of
. Beasts are non-Humanoid natural creatures, like horses and wolves, as well as most giant animals. Celestials are magical creatures, such as angels and pegasi, with ties to the Upper Planes. Constructs are
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
something there. Light The presence or absence of light determines the category of illumination in an area, as defined below. Bright Light. Bright Light lets most creatures see normally. Even gloomy days
Senses Some creatures have special senses that help them perceive things in certain situations. The rules glossary defines the following special senses: Blindsight Darkvision Tremorsense Truesight
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
are realms of spirituality and thought. They are the spheres where celestials, fiends, and deities exist. The plane of Elysium, for example, isn’t merely a place where good creatures dwell, and not
even simply the place where spirits of good creatures go when they die. It is the plane of goodness, a spiritual realm where evil can’t flourish. It is as much a state of being and of mind as it is a
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. Creatures on opposite sides of a crystal wall can see each other vaguely, provided they are both within 5 feet of the wall. Sound, including the sound made by the Chime of Exile, can’t pass through
crystal walls. Diamond Doors Portals made of translucent, solid diamond are set into the crystal walls. Creatures on opposite sides of a diamond door can see each other vaguely, provided they are both
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
lesser creatures to help them carry out their missions and, in this capacity, become the masterminds behind vast conspiracies and intrigues that culminate in the accomplishment of great acts of evil
, hunger of Hadar, hypnotic pattern, phantasmal force, sleep
Fiend patron: blindness/deafness, burning hands, command, fireball, hellish rebuke, scorching ray
Great Old One patron: armor of Agathys
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
creatures can each use their reactions to make a single melee attack.
Reactions
Defensive Rebuke. If a creature within 5 feet of the norker makes a melee attack against it, the norker can use its reaction to cause 6 piercing damage to it.
distance. This long-lost god may have been Maglubiyet’s first conquest and his followers the initial, unwilling recruits into his crusade. Today, hobgoblins chafe at the suggestion that creatures as
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Warforged Personality Warforged The warforged were built to serve and to fight. For most of their existence, warforged had a clearly defined function and were encouraged to focus purely on that role
. The Treaty of Thronehold gave them freedom, but many still struggle both to find a place in the post-war world and to relate to the creatures who created them. The typical warforged shows little
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
”). Special Speeds. Some creatures have special speeds, such as a Burrow Speed, Climb Speed, Fly Speed, or Swim Speed, each of which is defined in this glossary. If you have more than one speed, choose
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
” (“Combat”). Special Speeds. Some creatures have special speeds, such as a Burrow Speed, Climb Speed, Fly Speed, or Swim Speed, each of which is defined in this glossary. If you have more than one speed
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
trying to see something there. Light The presence or absence of light determines the category of illumination in an area, as defined below. Bright Light. Bright Light lets most creatures see normally
Darkness. Special Senses Some creatures have special senses that help them perceive things in certain situations. The rules glossary defines the following special senses: Blindsight Darkvision Tremorsense Truesight
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. It goes on to describe adventures and encounters that can occur in transit — on airships, on lightning rails, and at resting spots along the way. Finally, this section discusses the role that creatures typically defined as “monsters” play in Khorvaire, and explores Eberron’s cosmology.
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->Journeys through the Radiant Citadel
of the countless Djaynaians who vanished into its depths during the earliest days of the Passage of Vultures, before the first Nightsea chil-liren came to be. The trench is defined by the pale-pink
meadows of feathery creatures known as sea lilies that grow along its edges. Scouts of Janya’s Billowing Patrol have explored only a small fraction of the trench, which contains the wrecks of numerous
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Areas of Effect Spells such as burning hands and cone of cold cover an area, allowing them to affect multiple creatures at once. A spell's description specifies its area of effect, which typically
extends from its point of origin in a straight path up to its length and covers an area defined by its width. A line's point of origin is not included in the line's area of effect, unless you decide






