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Returning 35 results for 'being blink diffusing command robes'.
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Monsters
Waterdeep: Dragon Heist
, spare the dying, thaumaturgy
1st level (4 slots): charm person, command, detect magic, disguise self, protection from evil and good, sanctuary
2nd level (3 slots): augury, lesser restoration, mirror
image, pass without trace, spiritual weapon
3rd level (3 slots): blink, clairvoyance, dispel magic, magic circle, protection from energy
4th level (3 slots): banishment, dimension door, divination
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Cult of Shar The cult of Shar in Vanrakdoom consists mainly of vampire spawn under the command of Keresta Delvingstone. Living cultists also find their way here from time to time, guided through
, after which Umbraxakar devours the exsanguinated corpses. Cultists are neutral evil humans who wear dusty gray robes over their armor. These robes bear the symbol of Shar: a black circle bordered in dark purple.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Cult of Shar The cult of Shar in Vanrakdoom consists mainly of vampire spawn under the command of Keresta Delvingstone. Living cultists also find their way here from time to time, guided through
, after which Umbraxakar devours the exsanguinated corpses. Cultists are neutral evil humans who wear dusty gray robes over their armor. These robes bear the symbol of Shar: a black circle bordered in dark purple.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Cult of Shar The cult of Shar in Vanrakdoom consists mainly of vampire spawn under the command of Keresta Delvingstone. Living cultists also find their way here from time to time, guided through
, after which Umbraxakar devours the exsanguinated corpses. Cultists are neutral evil humans who wear dusty gray robes over their armor. These robes bear the symbol of Shar: a black circle bordered in dark purple.
Monsters
Fizban's Treasury of Dragons
each: blink, control water, dispel magic, freedom of movement, globe of invulnerability, plane shift, protection from evil and good, sendingThe dragon can take 3 legendary actions, choosing from the
count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn’t directly harmful to the creature.
Imprisoning Force. The
Monsters
Fizban's Treasury of Dragons
components and using Intelligence as the spellcasting ability (spell save DC 18):
1/day each: blink, control water, dispel magic, protection from evil and good, sendingThe dragon can take 3 legendary
the best of its ability any command the dragon issues that isn’t directly harmful to the creature.
Imprisoning Force. The dragon casts the forcecage spell, using its spell save DC and requiring
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
You can customize a deathlock by replacing some or all of the spells in its Spellcasting trait with spells specific to its patron. Here are examples.
Deathlock
Archfey patron: blink, faerie fire
, 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 Tome of Foes
You can customize a deathlock by replacing some or all of the spells in its Spellcasting trait with spells specific to its patron. Here are examples.
Deathlock
Archfey patron: blink, faerie fire
, 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 Tome of Foes
You can customize a deathlock by replacing some or all of the spells in its Spellcasting trait with spells specific to its patron. Here are examples.
Deathlock
Archfey patron: blink, faerie fire
, 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->Keys from the Golden Vault
altar is a serene priest in sunny robes.
The priest is, in fact, a gray slaad using its Change Shape ability to fool the characters. The slaad was sent here to kill them, plain and simple. It
killed the real priest, stole his robes, and threw his body and holy symbol off the train. The slaad works for an evil, multiverse-spanning organization called the Syndicate of Terror, Extortion
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
altar is a serene priest in sunny robes.
The priest is, in fact, a gray slaad using its Change Shape ability to fool the characters. The slaad was sent here to kill them, plain and simple. It
killed the real priest, stole his robes, and threw his body and holy symbol off the train. The slaad works for an evil, multiverse-spanning organization called the Syndicate of Terror, Extortion
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
altar is a serene priest in sunny robes.
The priest is, in fact, a gray slaad using its Change Shape ability to fool the characters. The slaad was sent here to kill them, plain and simple. It
killed the real priest, stole his robes, and threw his body and holy symbol off the train. The slaad works for an evil, multiverse-spanning organization called the Syndicate of Terror, Extortion
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
the ghouls are Hostile and fight anyone not wearing the crimson robes of Xia’s Cult. The zombies attack at Akira’s command. Cultist. Akira Norixius believes unquestioningly in the cause of Orcus
tongues crouch near the bottom of the stairs, licking their lips unsettlingly as you approach.
In the northeast corner of the room, three disheveled figures wearing crimson robes tug on a pair of ropes
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
the ghouls are Hostile and fight anyone not wearing the crimson robes of Xia’s Cult. The zombies attack at Akira’s command. Cultist. Akira Norixius believes unquestioningly in the cause of Orcus
tongues crouch near the bottom of the stairs, licking their lips unsettlingly as you approach.
In the northeast corner of the room, three disheveled figures wearing crimson robes tug on a pair of ropes
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
the ghouls are Hostile and fight anyone not wearing the crimson robes of Xia’s Cult. The zombies attack at Akira’s command. Cultist. Akira Norixius believes unquestioningly in the cause of Orcus
tongues crouch near the bottom of the stairs, licking their lips unsettlingly as you approach.
In the northeast corner of the room, three disheveled figures wearing crimson robes tug on a pair of ropes
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
from a fat, black cauldron in the center of this dark, oppressive room. Surrounding the cauldron are several gaunt women in soiled black robes. These witches sit hunched on tall wooden stools, their
command word (“Gorah!”), it magically heats any liquid placed inside it and remains hot for 3 hours, or until the command word is spoken again by someone within 5 feet of the cauldron. Once the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
from a fat, black cauldron in the center of this dark, oppressive room. Surrounding the cauldron are several gaunt women in soiled black robes. These witches sit hunched on tall wooden stools, their
command word (“Gorah!”), it magically heats any liquid placed inside it and remains hot for 3 hours, or until the command word is spoken again by someone within 5 feet of the cauldron. Once the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
from a fat, black cauldron in the center of this dark, oppressive room. Surrounding the cauldron are several gaunt women in soiled black robes. These witches sit hunched on tall wooden stools, their
command word (“Gorah!”), it magically heats any liquid placed inside it and remains hot for 3 hours, or until the command word is spoken again by someone within 5 feet of the cauldron. Once the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
small tables. The beauty of the decor is undone by thick dust and cobwebs. Standing in the center of the room is a decrepit skeleton clad in tattered robes.
Red pinpoints of light burn in the
them with the command words for any of the books in the library (area K30). If the characters restore its body, it offers to escort them while they explore the temple. The other creatures that inhabit
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
followed. Read or paraphrase the following aloud: A tall human woman with sandy brown hair and golden eyes has been following you for some time. The woman wears fine yellow robes and carries a large
characters can impede the thieves however they please, but here are a few likely methods: Intimidate. A character can command the thief to halt. As an Influence action, the character makes a DC 14
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
followed. Read or paraphrase the following aloud: A tall human woman with sandy brown hair and golden eyes has been following you for some time. The woman wears fine yellow robes and carries a large
characters can impede the thieves however they please, but here are a few likely methods: Intimidate. A character can command the thief to halt. As an Influence action, the character makes a DC 14
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
followed. Read or paraphrase the following aloud: A tall human woman with sandy brown hair and golden eyes has been following you for some time. The woman wears fine yellow robes and carries a large
characters can impede the thieves however they please, but here are a few likely methods: Intimidate. A character can command the thief to halt. As an Influence action, the character makes a DC 14
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of Restoration Caryatids. Supporting the 20-foot-high ceiling are four pillars of white marble, each shaped in the likeness of a stoic female elf in flowing robes with a flowering branch clutched to
walls are carved with bas-reliefs of unicorns and bare-branched trees.
A detect magic spell reveals an aura of abjuration magic around the pillars. Touching a pillar while speaking the proper command
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
small tables. The beauty of the decor is undone by thick dust and cobwebs. Standing in the center of the room is a decrepit skeleton clad in tattered robes.
Red pinpoints of light burn in the
them with the command words for any of the books in the library (area K30). If the characters restore its body, it offers to escort them while they explore the temple. The other creatures that inhabit
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
small tables. The beauty of the decor is undone by thick dust and cobwebs. Standing in the center of the room is a decrepit skeleton clad in tattered robes.
Red pinpoints of light burn in the
them with the command words for any of the books in the library (area K30). If the characters restore its body, it offers to escort them while they explore the temple. The other creatures that inhabit
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of Restoration Caryatids. Supporting the 20-foot-high ceiling are four pillars of white marble, each shaped in the likeness of a stoic female elf in flowing robes with a flowering branch clutched to
walls are carved with bas-reliefs of unicorns and bare-branched trees.
A detect magic spell reveals an aura of abjuration magic around the pillars. Touching a pillar while speaking the proper command
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of Restoration Caryatids. Supporting the 20-foot-high ceiling are four pillars of white marble, each shaped in the likeness of a stoic female elf in flowing robes with a flowering branch clutched to
walls are carved with bas-reliefs of unicorns and bare-branched trees.
A detect magic spell reveals an aura of abjuration magic around the pillars. Touching a pillar while speaking the proper command
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
following cleric spells prepared:
Cantrips (at will): guidance, light, mending, spare the dying, thaumaturgy
1st level (4 slots): charm person, command, detect magic, disguise self, protection from
evil and good, sanctuary
2nd level (3 slots): augury, lesser restoration, mirror image, pass without trace, spiritual weapon
3rd level (3 slots): blink, clairvoyance, dispel magic, magic circle
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
following cleric spells prepared:
Cantrips (at will): guidance, light, mending, spare the dying, thaumaturgy
1st level (4 slots): charm person, command, detect magic, disguise self, protection from
evil and good, sanctuary
2nd level (3 slots): augury, lesser restoration, mirror image, pass without trace, spiritual weapon
3rd level (3 slots): blink, clairvoyance, dispel magic, magic circle
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
following cleric spells prepared:
Cantrips (at will): guidance, light, mending, spare the dying, thaumaturgy
1st level (4 slots): charm person, command, detect magic, disguise self, protection from
evil and good, sanctuary
2nd level (3 slots): augury, lesser restoration, mirror image, pass without trace, spiritual weapon
3rd level (3 slots): blink, clairvoyance, dispel magic, magic circle
Compendium
- Sources->Dungeons & Dragons->Divine Contention
creature on the main deck speaks the statue’s command word (“Artemis”), the statue animates and obeys the creature who animated it. As a bonus action, the creature can direct the statue to move up to
command word is spoken by that creature again, the statue returns to its original position on the ship and is no longer animate. The statue has AC 17, 27 hit points, and immunity to poison and psychic
Compendium
- Sources->Dungeons & Dragons->Divine Contention
creature on the main deck speaks the statue’s command word (“Artemis”), the statue animates and obeys the creature who animated it. As a bonus action, the creature can direct the statue to move up to
command word is spoken by that creature again, the statue returns to its original position on the ship and is no longer animate. The statue has AC 17, 27 hit points, and immunity to poison and psychic
Compendium
- Sources->Dungeons & Dragons->Divine Contention
creature on the main deck speaks the statue’s command word (“Artemis”), the statue animates and obeys the creature who animated it. As a bonus action, the creature can direct the statue to move up to
command word is spoken by that creature again, the statue returns to its original position on the ship and is no longer animate. The statue has AC 17, 27 hit points, and immunity to poison and psychic
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
over the shrine are two arcanaloths named Aximus and Exekarus. These fiends use alter self spells to appear as duergar priests. Valtagar and the duergar under his command avoid the shrine, finding the
mounted on the north wall. The shield bears the symbol of a broken arrow with a jagged arrowhead. Standing before the altar are a pair of duergar (Aximus and Exekarus) in drab robes.
To prepare for their
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
over the shrine are two arcanaloths named Aximus and Exekarus. These fiends use alter self spells to appear as duergar priests. Valtagar and the duergar under his command avoid the shrine, finding the
mounted on the north wall. The shield bears the symbol of a broken arrow with a jagged arrowhead. Standing before the altar are a pair of duergar (Aximus and Exekarus) in drab robes.
To prepare for their






