Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'before blocks during command rerolling'.
Other Suggestions:
before black during common rolling
before blacks during common rolling
before block during common rolling
before bricks during common rolling
before books during common rolling
Spells
Player’s Handbook
).
As a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can
command any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see “Creature Stat Blocks” for its stat block
). As a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Stat Blocks” for the stat blocks). On each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control
multiple creatures, you can command any of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
26. Clayworks The scent of dry clay pervades these rooms. 26a. Building Blocks This room contains piles of tiny interlocking clay bricks that radiate auras of transmutation magic under the scrutiny
of a detect magic spell. The bricks can be assembled into a single Large object, two Medium objects, or four Small objects. A sculpture animates at its creator’s command, as though affected by an
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
for the stat blocks). On each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple
creatures, you can command any of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any
of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
that no other devil may associate with Bitter Breath. However, Zariel’s decree hasn’t stopped the fiendish outcast from joining forces with a gang of marauding hobgoblins under the command of a battle
Tormentor’s crew. High Graj Karkajuk drives a Devil’s Rideand commands a pair of Scavengers driven by hobgoblin captains and crewed by ordinary hobgoblins. See appendix B for the vehicles’ stat blocks.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
among their peers and move up the chain of command. Endlessly fighting demons isn’t what most devils signed up for. If a devil dies somewhere other than the Nine Hells, it re-forms in the Nine Hells and
devils but also explains their hierarchy, how they behave in accordance with their lawful evil alignment, what pleases and enrages them, and why they’re scared of dying on their home plane.
Stat Blocks
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
dragonnels (see appendix B for both stat blocks) manage to get past Kalaman’s walls. The riders throw alchemist’s fire onto the city as they circle overhead. Characters on the wall can turn a
close, the death dragon has already used its Cataclysmic Breath to kill four Kalaman soldiers, transforming them into zombies. Draconian Assassins While the characters are at the Trade Gate command post
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
ladder!” On that command, the hadozee releases one end of a rope ladder that extends fifty feet to the ground.
The jungle below is alive with the sounds of wildlife. “Who shall join me on the Away Team
, is out of ammunition and in a hurry. The creatures pursuing him are six aartuk weedlings and an aartuk starhorror (see Boo’s Astral Menagerie for their stat blocks). The aartuks are hostile and 30
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
. The rest fell prey to ships under the command of Vael, whom Gargenhale calls the scourge of pirates, raiders, and anyone else who refuses to bow to the might of Xaryxis. Despite these cautionary
(Intimidation or Persuasion) check. If no one succeeds on this check, Krux ends the impasse by offering to step down as captain of the Second Wind for the remainder of the mission, yielding command to any
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
starhorrors, and one aartuk elder (see Boo’s Astral Menagerie for their stat blocks). Dock 4. The Tarrasque, a space galleon, is crewed by four hadozee explorers, fifteen hadozee warriors (see Boo’s Astral
Menagerie for hadozee stat blocks), and a hadozee druid. Dock 5. The Gadabout, a wasp ship with a torn-off leg, has a crew of two ssurran defilers and three ssurran poisoners (see Boo’s Astral
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
, in addition to the stat blocks presented here, and they are often accompanied by Undead troops such as Skeletons, Zombies, and Karrnathi Undead Soldiers (which appear in Eberron: Rising from the Last
Humanoids and Undead alike. Emerald Claw Knight. Knights of the Emerald Claw command squads of Humanoid or Undead soldiers. As they draw nearer to death, the chill of the grave suffuses their weapon attacks.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
handsome man in a green-and-gold tunic and fancy boots saunters out of the bushes. “Hello,” he says casually as he blocks your path. “I’m Pral. Perhaps you’ve heard of me. Who am I kidding? Of course you
by Pral’s band. If the characters defeat Pral and his band, they find a sack that contains 20 GP and one magic item; roll once on the Magic Items table in appendix A (rerolling duplicates) to determine
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
command post buzzes with activity during the day, with human and draconian patrols coming and going. At night, only the draconian patrols continue. Guards. Four kapak draconians (see appendix B) stand
blocks) take meals here. They glance up at anyone who enters the room, but they pay no attention to characters dressed as Dragon Army troops. If a fight breaks out here, the soldiers resting in area O8
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
silk skirt. (The man is Alussiarr, a rakshasa using a disguise self spell to mask its true form.)
Braziers. Two braziers made of carved black basalt rest in the middle of the floor. Smoldering blocks
telling the heroes where they can find Arcturia’s spellbook (area 40b) and phylactery (area 40c), as well as the command word to reveal the bookshelves in area 40b. It also gives them a flat, 6-inch-long
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
blocks passage to area V4. The only way to get past the door is through the use of the golem’s sapphire. The dispel magic property of this gem alone unlocks and breaks the spell. There is no other way
, magical or not, to reach areas V4 and V5. The character who bonded with the golem can command it to use its sapphire to break the seal and open the door. If the golem is instructed to open the door
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the command word, the only way to shrink it again is to sprinkle a handful of gravel from a petrified creature upon it. Wade Acuff Mudslick Tower Talking with Zoklork. Zoklork has spent a lot of time
secret about the odd tower: it’s a rare magic item from the Plane of Earth that seems to have been accidentally activated (Zoklork doesn’t know about the obelisk fragment). The mudslick tower’s command
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
feet and rising 30 feet above the river’s surface. Constructed of heavy basalt blocks, the bridge’s piers are plated with iron. B2: Gatehouse Two mighty towers of black stone flank the fortress’s iron
cruelty. Gruk-Gruk B4: Prison Yard Huge blocks of rough basalt lie scattered about the center of this spacious yard, where ten armored duergar oversee a large number of haggard prisoners. The prisoners
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
a thirty-foot-long, ten-foot-wide, ten-foot-high dining table carved from ice and surrounded by a dozen blocks of ice that once served as chairs. Wooden braces against the west wall hold a pair of
. Otherwise, the mephits take no aggressive action without a command from their creator. Stairs Down. The stairs, which descend 90 feet to area G10, are slippery. The slippery ice is difficult terrain. When a
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
artifacts and places to dig. 3 1d6 minotaur infiltrators are performing a bloody rite to Baphomet; if there are six, one is their leader, Brusipha (both stat blocks appear in this chapter). If
spells, using Charisma as the spellcasting ability (spell save DC 13):
At will: Prestidigitation, Speak with Animals
1/day each: Bestow Curse, Command, Crown of Madness
Bonus Actions
Unerring
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
. The fleet is under the command of an astral elf commander named Vael, who also serves as Xeleth’s bodyguard aboard the Xaryxia. (See Boo’s Astral Menagerie for the astral elves’ stat blocks.) Vocath’s
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
battle against the dragonmarked houses. Thora remains the Son of Khyber’s second-in-command and the public face of the gang. A House Tarkanan Arc The conflict between adventurers and House Tarkanan
combat abilities. The two stat blocks presented here, along with the Tarkanan Assassin in Eberron: Rising from the Last War , illustrate members of House Tarkanan who wield the power of their aberrant
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, the front gate remains barred but unguarded. K2. Gatehouse The gates open to a thirty-foot passage leading east. A portcullis blocks the far end of the passage, but you can see the castle yard on the
sections on the south and west side of the castle. Treasure Holger has accumulated a tidy little hoard, mostly through “fining” the warriors under his command for minor infractions. He stores a
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Cabal void soother, and an uplifting Mind’s Eye matter smith (see Morte’s Planar Parade for these stat blocks). Their dispute concerns the legitimacy of gods in the grand scheme of the multiverse. Their
.” The menacing jaws on the Harmonium officers’ polearms snap open with a clink. “Or the hard way.”
The three Harmonium peacekeepers (see Morte’s Planar Parade) command the characters to drop their
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
members of the Fraternity of Order, the Harmonium, and the Mercykillers. Immovable monuments to order, these factions’ imposing headquarters tower over the city blocks they occupy, surrounded by a
to reveal a slew of finely crafted weapons available for purchase. 6 Three Harmonium peacekeepers escort a manacled githzerai uniter to the Prison (both stat blocks are in Morte’s Planar Parade). As
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
is glowing, the wall of force can’t be dispelled. Two living blades of disaster (see appendix C) guard the double door that blocks the way to area Y19l. The blades attack intruders that move in range
Y19m. The door is a two-way portal that snaps shut after 1 minute, though it can be reopened from this side by speaking the proper command word (“Saldrinar”). Anyone who arrives by this route appears
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Bronze Arm. When combat begins, the bronze arm atop the stairs animates to defend Nafik. On initiative count 20 of each round (losing initiative ties), Nafik can command the arm to grab or push a
rough and irregular. Jumbled blocks of stone are strewn about the floor. Two large creatures made of solid earth stand imposingly before an alcove in the cavern’s northeast corner.
Nafik keeps his
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
young to be schooled. Emotionally, each child is the giant equivalent of a four-year-old human. The floor of this room is covered with toys, balls, blocks, dolls, and stuffed animals. A stuffed yeti
hour before it dies out. This property can be activated at will. Casting an identify spell on the fireplace reveals both its property and the command word needed to activate it. 26. Port Lawn A healthy
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
had begun it. Tsarra Chaadren, the Blackstaff at the time, couldn’t command them to return to their former hiding places on the Ethereal Plane. Consequently, the city repaired itself and built up
fragments of old Sword Coast ballads and love songs as it drifts through the night.
Manycats Alley. This passage crosses two city blocks and winds through the interior of a third, running between and (for
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the front door, read: This austere hall is finished in irregular blocks of dark basalt that form natural columns along the walls. The doors of the monastery’s front entrance face south, while
fingers of light from outside. Above the altar, a triangular symbol has been chiseled into the heavy stone blocks of the wall.
Anyone who looks in the northwest corner notices a small bronze lever (see
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the ceiling over each channel.
A portcullis in the north wall blocks a door bearing the image of the Donjon card. On the stone arch above the portcullis, a large glyph depicts a waxing crescent
through this door, the portcullis blocks their way. Southern Door. The door leading to area 4 is locked, but it can be unlocked from this side. Alternatively, the characters might unlock it from area 4
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
tentacles. This is where the aboleth in area P6 comes to feed on sacrifices. A kuo-toa archpriest armed with a trident of fish command and two kuo-toa attend their god here. They attempt to capture the
of Fish Command. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
blocks and rubble. 19. Natural Cavern In their excavations, the ancient builders of the stronghold stumbled upon an enormous expanse of natural caves and caverns. The southern part of this network is
and a successful DC 15 Dexterity check. The door can be forced open by someone who succeeds on a DC 25 Strength (Athletics) check. 25. Wine Cellar A padlocked door identical to the one at area 24 blocks
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
command this area.
If the characters quietly dealt with the orcs in area 1 using stealth or disguise, the door is open. Otherwise, the orcs have been alerted to intruders, and the door is shut and
intruders while she attempts to neutralize a dangerous-looking combatant with a command spell. Then she casts bless on herself and the others, and finally casts spiritual weapon before joining battle. If the






