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Returning 35 results for 'being banner diffusing creature replica'.
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Monsters
Dragonlance: Shadow of the Dragon Queen
success, Wersten drops to 1 hit point instead.
Unusual Nature. Wersten doesn’t require air, food, drink, or sleep.Multiattack. Wersten makes three Banner Pike attacks and uses Terrifying
Litany if it’s available.
Banner Pike. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Banner Pike"} to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5
Magic Items
Storm King's Thunder
, creature types, or both that will benefit from the magic. At the end, the banner is destroyed, and the area gains the following property:
While in the 500-foot-radius sphere, the creatures you chose
Crafted from a thick, red fabric, this banner measures 5 feet high and 3 feet wide. The krig (war) rune is displayed on the fabric with round, metal plates sewn into it. It can be attached to a 10
Circle of Power
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Player’s Handbook (2014)
Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly
creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or
Monsters
Mordenkainen Presents: Monsters of the Multiverse
","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.
Disgorge (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Disgorge"}. The demon vomits in a 15-foot cube. Each creature
2
Iron skillet
3
Remnants of silk banner embroidered with a moon-and-stars motif
4
Corroded gauntlet with skeletal hand in it
5
Assorted keys
6
Old leather boot
7
Beehive
8
Humanoid teeth
PoisonCold, Fire, Lightning
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the end of another creature’s turn. The warlord regains spent legendary actions at the start of its turn.
Command Ally. The warlord targets one ally it can see within 30 feet of it. If the
.
Frighten Foe (Costs 2 Actions). The warlord targets one creature it can see within 30 feet of it. If the target can see or hear it, the target must succeed on a DC 16 Wisdom saving throw or be frightened
Monsters
Eberron: Rising from the Last War
other magical effects.
Whirlwind of Weapons. A magical aura of weapons surrounds Rak Tulkhesh in a 10 foot radius. At the start of each of his turns, any other creature in the aura takes 14 (4d6
). Each creature within 60 feet of Rak Tulkhesh must succeed on a DC 24 Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If no creatures
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.
Warforged
Legacy
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Species
Eberron: Rising from the Last War
every creature you meet.
2
You often misread emotional cues.
3
You are fiercely protective of your friends.
4
You try to apply wartime discipline to every situation.
5
You don
chosen new names as a way to express their path in life. A few take on human names, often the name of a fallen friend or mentor.
Warforged Names: Anchor, Banner, Bastion, Blade, Blue, Bow, Cart
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
during which you choose creatures, creature types, or both that will benefit from the magic. At the end, the banner is destroyed, and the area gains the following property: While in the 500-foot-radius
Banner of the Krig Rune Wondrous item, rare (requires attunement) Crafted from a thick, red fabric, this banner measures 5 feet high and 3 feet wide. The krig (war) rune is displayed on the fabric
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
during which you choose creatures, creature types, or both that will benefit from the magic. At the end, the banner is destroyed, and the area gains the following property: While in the 500-foot-radius
Banner of the Krig Rune Wondrous item, rare (requires attunement) Crafted from a thick, red fabric, this banner measures 5 feet high and 3 feet wide. The krig (war) rune is displayed on the fabric
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
during which you choose creatures, creature types, or both that will benefit from the magic. At the end, the banner is destroyed, and the area gains the following property: While in the 500-foot-radius
Banner of the Krig Rune Wondrous item, rare (requires attunement) Crafted from a thick, red fabric, this banner measures 5 feet high and 3 feet wide. The krig (war) rune is displayed on the fabric
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Project Image 7th-level illusion Casting Time: 1 action Range: 500 miles Components: V, S, M (a small replica of you made from materials worth at least 5 gp) Duration: Concentration, up to 1 day You
reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, allowing it to serve as a member of the crew. A number of creatures equal to the ship’s creature capacity can be animated in this manner at any given time. Smuggler’s Banner This flag is meant to be flown
bones of ancient, mysterious creatures festoon the ship. Potent runes crawl across these remains, emitting a sickly green radiance. When a humanoid dies aboard the ship, that creature must make a DC
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
charging station regains 5 hit points if it has at least 1 hit point. A replica modron standing within 5 feet of either of the charging station’s walls has advantage on attack rolls. Any other creature
magically charged disks into special slots. Those doors open automatically, remaining open until the disks are removed. The doors cannot be opened by any other means. Replica Modrons A number of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
charging station regains 5 hit points if it has at least 1 hit point. A replica modron standing within 5 feet of either of the charging station’s walls has advantage on attack rolls. Any other creature
magically charged disks into special slots. Those doors open automatically, remaining open until the disks are removed. The doors cannot be opened by any other means. Replica Modrons A number of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
charging station regains 5 hit points if it has at least 1 hit point. A replica modron standing within 5 feet of either of the charging station’s walls has advantage on attack rolls. Any other creature
magically charged disks into special slots. Those doors open automatically, remaining open until the disks are removed. The doors cannot be opened by any other means. Replica Modrons A number of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, allowing it to serve as a member of the crew. A number of creatures equal to the ship’s creature capacity can be animated in this manner at any given time. Smuggler’s Banner This flag is meant to be flown
bones of ancient, mysterious creatures festoon the ship. Potent runes crawl across these remains, emitting a sickly green radiance. When a humanoid dies aboard the ship, that creature must make a DC
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, allowing it to serve as a member of the crew. A number of creatures equal to the ship’s creature capacity can be animated in this manner at any given time. Smuggler’s Banner This flag is meant to be flown
bones of ancient, mysterious creatures festoon the ship. Potent runes crawl across these remains, emitting a sickly green radiance. When a humanoid dies aboard the ship, that creature must make a DC
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Project Image 7th-level illusion Casting Time: 1 action Range: 500 miles Components: V, S, M (a small replica of you made from materials worth at least 5 gp) Duration: Concentration, up to 1 day You
reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Project Image 7th-level illusion Casting Time: 1 action Range: 500 miles Components: V, S, M (a small replica of you made from materials worth at least 5 gp) Duration: Concentration, up to 1 day You
reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
secret chest spell. By touching the replica, Sansuri can recall the larger chest (see “Treasure”), causing it to appear within 5 feet of her. No other creature can summon the full-sized chest in this
doors. A staircase descends to area 31 and ascends to area 33. Two invisible stalkers lurk here silently and attack any creature other than a cloud giant that crosses the room. Treasure The magically
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Project Image 7th-level illusion Casting Time: 1 action Range: 500 miles Components: V, S, M (a small replica of you made from materials worth at least 5 gp) Duration: Concentration, up to 1 day You
reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Project Image 7th-level illusion Casting Time: 1 action Range: 500 miles Components: V, S, M (a small replica of you made from materials worth at least 5 gp) Duration: Concentration, up to 1 day You
reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Project Image 7th-level illusion Casting Time: 1 action Range: 500 miles Components: V, S, M (a small replica of you made from materials worth at least 5 gp) Duration: Concentration, up to 1 day You
reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
secret chest spell. By touching the replica, Sansuri can recall the larger chest (see “Treasure”), causing it to appear within 5 feet of her. No other creature can summon the full-sized chest in this
doors. A staircase descends to area 31 and ascends to area 33. Two invisible stalkers lurk here silently and attack any creature other than a cloud giant that crosses the room. Treasure The magically
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
secret chest spell. By touching the replica, Sansuri can recall the larger chest (see “Treasure”), causing it to appear within 5 feet of her. No other creature can summon the full-sized chest in this
doors. A staircase descends to area 31 and ascends to area 33. Two invisible stalkers lurk here silently and attack any creature other than a cloud giant that crosses the room. Treasure The magically
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
.
The creature that emerges from the contraption is a tomb guardian — a flesh golem encased in plate armor (AC 17). This guardian was fashioned using the salvaged remains of Seward, an adventurer with
the Company of the Yellow Banner, and a number of other unfortunate trespassers. Now a mindless undead, it attacks the characters on sight. Treasure Any character who searches the forge finds a ghost
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
creatures behind it. A creature can move through the wall of thorns, albeit slowly and painfully. It costs 8 feet of movement to move through 1 foot of the wall. The first time a creature enters the
wall on a turn or ends its turn there, it must make a DC 15 Dexterity saving throw, taking 4 (1d8) piercing damage on a failed save, or half as much damage on a successful one. Whenever a creature ends
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
.
The creature that emerges from the contraption is a tomb guardian — a flesh golem encased in plate armor (AC 17). This guardian was fashioned using the salvaged remains of Seward, an adventurer with
the Company of the Yellow Banner, and a number of other unfortunate trespassers. Now a mindless undead, it attacks the characters on sight. Treasure Any character who searches the forge finds a ghost
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
.
The creature that emerges from the contraption is a tomb guardian — a flesh golem encased in plate armor (AC 17). This guardian was fashioned using the salvaged remains of Seward, an adventurer with
the Company of the Yellow Banner, and a number of other unfortunate trespassers. Now a mindless undead, it attacks the characters on sight. Treasure Any character who searches the forge finds a ghost
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
creatures behind it. A creature can move through the wall of thorns, albeit slowly and painfully. It costs 8 feet of movement to move through 1 foot of the wall. The first time a creature enters the
wall on a turn or ends its turn there, it must make a DC 15 Dexterity saving throw, taking 4 (1d8) piercing damage on a failed save, or half as much damage on a successful one. Whenever a creature ends
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
creatures behind it. A creature can move through the wall of thorns, albeit slowly and painfully. It costs 8 feet of movement to move through 1 foot of the wall. The first time a creature enters the
wall on a turn or ends its turn there, it must make a DC 15 Dexterity saving throw, taking 4 (1d8) piercing damage on a failed save, or half as much damage on a successful one. Whenever a creature ends
Compendium
- Sources->Dungeons & Dragons->Monster Manual
characters to terrorize their foes, ensure the obedience of their crews, and attract followers to their banner. Many have colorful nicknames inspired by signature traits and deeds. Pirate Captain Medium
Charm. Wisdom Saving Throw: DC 14, one creature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of the pirate’s next turn.
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Riposte. Trigger






