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Returning 35 results for 'before blast druids continue remaining'.
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Spells
Forgotten Realms: Heroes of Faerûn
Thunder damage, you can take a Reaction to expend one sphere and give yourself Resistance to the triggering damage type until the start of your next turn.
Energy Blast. As a Bonus Action, you send
whether you hit, the sphere is expended.
The spell ends early if you have no more spheres remaining.
Using a Higher-Level Spell Slot. The number of spheres increases by 1 for every spell slot level above 6.
Monsters
The Book of Many Things
attacks or three Comet Blast attacks.
Herald’s Axe. Melee Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Herald's Axe"} to hit, reach 5 ft., one target. Hit: 11
":"Herald's Axe", "rollDamageType":"necrotic"} necrotic damage.
Comet Blast. Ranged Spell Attack: +9;{"diceNotation":"1d20+9", "rollType":"spell", "rollAction":"Comet Blast"} to hit, range 120 ft., one
Monsters
Mordenkainen's Fiendish Folio Volume 1
of druids (possibly in service to Malar or Talos) who cultivated the first of these creatures. However, it remains unknown whether their intent was to create a benign means of breaking down monstrous
limited language ability suggests that the druids might have engaged in self-sacrifice to achieve their creation.
Horrific Egg Layers. An assassin bug attacks with a paralytic bite to first
Monsters
Bigby Presents: Glory of the Giants
frozen statues with a touch or blast enemies with frigid wind. Achieving vengeance is not always enough to grant these creatures rest; often, their hatred and loathing of the living is sufficient to
wound that seeps frosty vapor or vibrant, purple veins showing the ravages of poison. It can momentarily dissolve its body into a swirling blizzard to avoid harm, reforming at a distance to continue its assault.Cold, PoisonFire
Drow Arachnomancer
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
Change Shape (Recharges after a Short or Long Rest). The drow can use a bonus action to magically polymorph into a giant spider, remaining in that form for up to 1 hour. It can revert to its true
long rest. It knows the following warlock spells:
Cantrips (at will): chill touch, eldritch blast, mage hand, poison spray
1st–5th level (3 5th-level slots): conjure animals (spiders only), crown of
Monsters
Van Richten’s Guide to Ravenloft
Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hex Blast"}. The horror expels necrotic energy in a 30-foot cone. Each creature in that area must make a DC 15
Constitution saving throw, taking 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Hex Blast","rollDamageType":"necrotic"} necrotic damage on a failed save, or half as much damage on a
Monsters
Van Richten’s Guide to Ravenloft
":"Poisonous Limb","rollDamageType":"poison"} poison damage and be poisoned until the end of its next turn.
Hex Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hex
Blast"}. The horror expels necrotic energy in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (7d12);{"diceNotation":"7d12","rollType":"damage
Monsters
Van Richten’s Guide to Ravenloft
turn.
Hex Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hex Blast"}. The horror expels necrotic energy in a 30-foot cone. Each creature in that area must make a DC 15
Constitution saving throw, taking 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Hex Blast","rollDamageType":"necrotic"} necrotic damage on a failed save, or half as much damage on a
Firbolg
Legacy
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Species
Volo's Guide to Monsters
. Material goods, especially precious gems and gold, have little appeal to them. What use are such things when winter lingers and food runs short?
Natural Druids
Firbolgs have a talent for druidic magic
, typically those used to mask their presence, and many go on to master nature magic.
Firbolgs who become druids serve as stronghold leaders. With every action the tribe takes, the druids weigh not only
Monsters
Van Richten’s Guide to Ravenloft
":"poison"} poison damage and be poisoned until the end of its next turn.
Hex Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hex Blast"}. The horror expels necrotic energy in
a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Hex Blast","rollDamageType":"necrotic
Monsters
Van Richten’s Guide to Ravenloft
its next turn.
Hex Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hex Blast"}. The horror expels necrotic energy in a 30-foot cone. Each creature in that area must
make a DC 15 Constitution saving throw, taking 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Hex Blast","rollDamageType":"necrotic"} necrotic damage on a failed save, or half as
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
who study its ebb and flow to expect the stalemate to continue. A different view is put forth by the archmage Tzunk, who notes that Maglubiyet has never faced a foe as ferocious and protective as
battle or illness, but an orc can live to about 40, remaining healthy almost up until the end. Luthic’s divine blessing can further extend an orc’s life, though Gruumsh is never happy when
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
are close to getting the stone, or when you want the chase to end, all remaining spined devils duck into an alley. If the characters lose their quarry, they can question city folk on the ground who saw where the devils went. Continue with encounter 1, “Alley.”
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Marches were the first druids on Khorvaire. The Gatekeepers played a crucial role in defeating the alien daelkyr and binding this evil in Khyber, and their descendants continue to maintain the ancient
emotion and deep faith. The Ghaash’kala orcs of the Demon Wastes are servants of the Silver Flame who devote their lives to battling the fiends of the Wastes. The Gatekeeper druids of the Shadow
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Brain in a Jar A brain in a jar is the undead consciousness of a sapient creature, kept alive by magical means. Some brains in jars take up that state willingly to continue the work they did in life
/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: Dragon Heist
Eyewitnesses Many other people witnessed the fireball without being caught in the blast. Three of them have important information to share. Any character who spends at least 1 minute talking to one
), relates the following information: “I was watering plants in the greenhouse on the second floor of my shop when the blast blew out some of the windows. Lucky I wasn’t injured! Through the smoke, I saw a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Approaching the Winery If the characters continue toward the winery, read: Situated in the midst of the vineyard, the winery is an old, two-story stone building with multiple entrances, thick ivy
winery, thus keeping the needle blights at bay, or stand and fight. If they stay outside and fight, druids and blights from inside the winery join the battle on the rounds shown below. Round Creatures
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
: Warriors of Krynn game, continue with the following section. WARRIORS OF KRYNN: SCENARIO 12
As the characters near the gates of Kalaman, a contingent of the city’s defenders emerges to clear the
remaining Dragon Army forces from the field. Run scenario 12 from Dragonlance: Warriors of Krynn to represent this final conflict.
If the characters attain a win or hold during this scenario, Darrett
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Development Another tunnel on the opposite side of the cavern heads off in a different direction than where Yeenoghu led his pack. Characters who defeat the remaining gnolls can continue on their way
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and
holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight. “Boulders
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
.
Two hezrous break off from this melee to attack the characters. The other fiends continue fighting Lucille. By the time the characters deal with the hezrous attacking them, Lucille has destroyed the
remaining hezrous or sent them scrambling away in search of easier prey. Lucille turns toward the characters, gives them a curt nod, and takes to the air. Characters can attack the pit fiend, which has
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
. Grasp of Hadar Prerequisite: eldritch blast cantrip Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you
crossbow. Lance of Lethargy Prerequisite: eldritch blast cantrip Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 feet until
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
land and bringing fugitives to justice. Fighters and paladins make natural Marshals, many being former soldiers who continue fighting the Last War in different venues. They often have reasonable
disasters jeopardizing the nation as a whole. Wardens are often rangers or druids, with proficiency in Nature and Perception. They might come from backgrounds as outlanders or hermits, making them more comfortable in the wilds than in cities or royal courts.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, orcs, and goblins, ruled by cruel druids who worshiped Lolth in her aspect as the Queen of Spiders. The druids promptly had the few remaining sailors dispatched by their underlings and claimed the ship
Compendium
- Sources->Dungeons & Dragons->Monster Manual
called dracoliches. These deathless dragons bind their spirits to gems and magically animate their rotting corpses. Eventually becoming skeletal horrors, dracoliches continue the centuries-spanning
legendary power of dragons. A dracolich retains a breath weapon, but it is a chilling necrotic blast. These terrors gradually sicken the land near their lairs and attract sinister followers—usually
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Race to Destruction After the characters despoil the third shrine in the Temple of Elemental Evil, the remaining cult sends a powerful force with a devastation orb from the Fane of the Eye (see
cultists are also under orders to make sure they catch the characters in the blast, so if they are intercepted away from town, they still try to set off the orb (see chapter 7).
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
(see below) are immune to this effect. Psychic Well. A creature can try to harness the psychic power of the well by gazing into it for 1 minute while remaining within 10 feet of the well. At the end of
gains a psychic gift of its choice: either the ability to cast the dimension door spell requiring no spell components, or the use of a mind flayer’s Mind Blast action. The psychic gift fades when the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
vengeance, the frostmourn can turn the living into frozen statues with a touch or blast enemies with frigid wind. Achieving vengeance is not always enough to grant these creatures rest; often, their
to avoid harm, re-forming at a distance to continue its assault. Frostmourn Huge Undead, Typically Neutral Evil
Armor Class 13 (natural armor)
Hit Points 195 (17d12 + 85)
Speed 40 ft.
STR
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, hacked, and tunneled. The weakest among them fell dead from exhaustion, the rest pausing only long enough to push the corpses aside so they could continue the digging. Only the hardiest and most iron
was the product of their obsession weeded out all but the best specimens for their slave pens. The illithids had no trouble overwhelming the remaining dwarves with their psionic power and soon put
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
intruders from this point. If the characters battle the wood woads in this area rather than outside the cave, the druids in area C3 free the owlbears in area C2, then arrive as backup at the end of
the third round of combat. Green moss grows over the remains of three headless ghouls stuffed into an alcove in the south. GNAWBONES DRUIDS
The Gnawbones are lawful evil female human druids who speak
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
component. Even a blast of fire in your hands is a sculpted work of art; elemental forces make grand designs as you hurl spells. These forces might linger on your body or in your clothes as decorative
Prismari Character Any class or subclass that wields elemental forces of cold, fire, lightning, and wind can be a good fit in Prismari. Druids and sorcerers are common in Prismari, and wizards who study the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
spits on the ground. “You’ve been asking too many questions,” he snarls. “Time to move on, strangers. Give us your stuff and be on your way.”
Continue the baiting as long as you like. The Redbrands
attack in a round or two if the characters don’t. Neither side is surprised because it’s obvious a fight is brewing. Four Redbrand ruffians (see appendix A) fight the characters. The ruffians are not overly brave. If three of the Redbrands are defeated, the remaining ruffian flees toward Tresendar Manor.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
’ assault but fail to close the rift, the evil influence of the pit strengthens and begins to extend outward. All those who have drowned in the bay are gradually harvested by the remaining drowned ones
the rift closed off, the Pit of Hatred might continue to be a lurking threat. With the seal restored, the evil beyond is left to fester — frustrated and perhaps seeking ways to break free, stronger and
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
of his thugs while the others continue to hold back the mob that has gathered at the docks. If Traevus is defeated, any remaining thugs in his employ lose their will to fight. Some are overrun by the
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
use arcane magic. The spells of clerics, druids, paladins, and rangers are called divine magic. These spellcasters’ access to the Weave is mediated by divine power—gods, the divine forces of nature, or






