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Returning 35 results for 'bend bat diffusing conjure rolling'.
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Magic Items
Dungeon Master’s Guide
rolling on the Moonblade Properties table.
Minor Property. In addition to its aforementioned properties, each Moonblade has a minor property determined by rolling on the Magic Item’s Minor
The Moonblade has the properties of a Ring of Spell Storing.
100
You can take a Magic action to conjure a spectral entity that resembles a shadowy elf if you don’t already have one
Monsters
Strixhaven: A Curriculum of Chaos
their personality. In the hands of Prismari students, spells that conjure fire or bend water to one’s will become vibrant and expressive showcases, thrumming with creative energy.
Harnessing the
Monsters
Bigby Presents: Glory of the Giants
by dealing 15 or more slashing damage to it on one attack. Cutting the root doesn’t hurt the cradle but ends the grapple.
Rolling Hills (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge
", "rollAction":"Rolling Hills"}. The cradle magically creates a wave of dirt that extends from a point on the ground within 120 feet of itself. The wave is up to 30 feet long, up to 30 feet tall, and
Monsters
Strixhaven: A Curriculum of Chaos
their personality. In the hands of Prismari students, spells that conjure fire or bend water to one’s will become vibrant and expressive showcases, thrumming with creative energy.
Harnessing
Magic Items
Bigby Presents: Glory of the Giants
hold the fragment of chaos she used to prove her worth to her father.
Random Properties. The helm has the following random properties, determined by rolling on the appropriate table in the Dungeon
spells (save DC 20): elemental weapon (1 charge), call lightning (2 charges), wall of fire (3 charges), conjure elemental (4 charges), tsunami (5 charges).
Monsters
Guildmasters’ Guide to Ravnica
Actions). The Obzedat ghosts conjure 1d6;{"diceNotation":"1d6","rollType":"roll"} indentured spirit;indentured spirits within 60 feet of one of them.The ghosts who make up the Obzedat are
Obzedat function as a unit, driven by their shared desire to accumulate ever more wealth for the guild. In times of disagreement, the eldest of the council exerts his seniority to bend the council to
Orcus
Legacy
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Monsters
Out of the Abyss
charges). The wand regains 1d4 + 3;{"diceNotation":"1d4+3","rollType":"roll","rollAction":"Wand of Orcus"} charges daily at dawn.
While holding the wand, Orcus can use an action to conjure undead
. Great bat wings sprout from his shoulders, and his head is like the skull of a goat, the flesh nearly rotted from it. In one hand, he wields the legendary Wand of Orcus, which is described in
Monsters
Mordenkainen Presents: Monsters of the Multiverse
);{"diceNotation":"5d8+7", "rollType":"damage", "rollAction":"Necrotic Bolt", "rollDamageType":"necrotic"} necrotic damage.
Conjure Undead (1/Day). While holding the Wand of Orcus, Orcus conjures Undead
rot. Great bat wings sprout from his shoulders, and his head is like the skull of a goat, the flesh nearly rotted from it. In one hand, he wields the legendary Wand of Orcus, which is described in the
Magic Items
Guildmasters’ Guide to Ravnica
you cast by rolling on the table for the level of the spell slot you expended. If the slot is 6th level or higher, roll on the table for 5th-level spells.
If you try to cast a cantrip you don’t
stinking cloud
4th-Level Spells
d4
Spell
1
confusion
2
conjure minor elementals
3
Evard's black tentacles
4
ice storm
5th-Level Spells
d4
Spell
1
animate objects
2
cloudkill
3
cone of cold
4
flame strike
Monsters
Mordenkainen Presents: Monsters of the Multiverse
an extended, muscular neck; a smiling face framed by long, pointed ears and lank, dark hair; and bat-like wings are furled against his powerful shoulders. He can assume other forms, however, from the
’t use the same effect two rounds in a row:
Conjure Walls and Doors. Fraz-Urb’luu causes up to five doors within the lair to become walls and an equal number of doors to appear on walls where
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
11. Dead End Teleport Trap. A teleport trap (see “Teleport Traps”) is situated near the bend in the corridor.
Corpse. A dead drow lies on the floor at the end of the tunnel, around the corner from
. A creature teleported by this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport Destination 1–12 The teleport trap in area 6 13–16 The teleport trap in area 24a 17–20 The teleport trap in area 28
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
11. Dead End Teleport Trap. A teleport trap (see “Teleport Traps”) is situated near the bend in the corridor.
Corpse. A dead drow lies on the floor at the end of the tunnel, around the corner from
. A creature teleported by this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport Destination 1–12 The teleport trap in area 6 13–16 The teleport trap in area 24a 17–20 The teleport trap in area 28
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
11. Dead End Teleport Trap. A teleport trap (see “Teleport Traps”) is situated near the bend in the corridor.
Corpse. A dead drow lies on the floor at the end of the tunnel, around the corner from
. A creature teleported by this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport Destination 1–12 The teleport trap in area 6 13–16 The teleport trap in area 24a 17–20 The teleport trap in area 28
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating
familiar, you instead cause it to adopt a new eligible form. BRIAN VALEZA Spirits summoned by Find Familiar take forms inspired by the mages who conjure them
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating
familiar, you instead cause it to adopt a new eligible form. BRIAN VALEZA Spirits summoned by Find Familiar take forms inspired by the mages who conjure them
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Vampire CARLO ARELLANO Vampires prepare for a midnight meal Vampires are terrifying hunters and manipulators. They use their powers to shape-shift and bend other creatures’ wills as they terrorize
target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two hands.
Bite (Bat or Vampire Form Only). Constitution Saving Throw: DC 17, one creature within 5
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating
familiar, you instead cause it to adopt a new eligible form. BRIAN VALEZA Spirits summoned by Find Familiar take forms inspired by the mages who conjure them
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Vampire CARLO ARELLANO Vampires prepare for a midnight meal Vampires are terrifying hunters and manipulators. They use their powers to shape-shift and bend other creatures’ wills as they terrorize
target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two hands.
Bite (Bat or Vampire Form Only). Constitution Saving Throw: DC 17, one creature within 5
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Vampire CARLO ARELLANO Vampires prepare for a midnight meal Vampires are terrifying hunters and manipulators. They use their powers to shape-shift and bend other creatures’ wills as they terrorize
target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two hands.
Bite (Bat or Vampire Form Only). Constitution Saving Throw: DC 17, one creature within 5
Magic Items
Infernal Machine Rebuild
, conjure fey
Wish. The Infernal Machine has the ability to bend the nature of reality, with the proper combination of controls recreating the effect of a wish spell (including all side effects). Due to
of the conjuration school, as follows:
1/day: conjure animals, summon lesser demons
1/7 days: conjure minor elementals, conjure woodland beings, summon greater demon
1/month: conjure elemental
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, read the following text: The sound of racing hooves rises like rolling thunder from the direction the fallen rider emerged. Two more riders round the bend, both wearing dark tunics. The fading light
a leisurely pace, though.
Behind you, a horse rounds a bend in the road, galloping at top speed. The beast looks frantic, terrified and frothing with exertion. Upon it sways a figure wearing a gold
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, read the following text: The sound of racing hooves rises like rolling thunder from the direction the fallen rider emerged. Two more riders round the bend, both wearing dark tunics. The fading light
a leisurely pace, though.
Behind you, a horse rounds a bend in the road, galloping at top speed. The beast looks frantic, terrified and frothing with exertion. Upon it sways a figure wearing a gold
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, read the following text: The sound of racing hooves rises like rolling thunder from the direction the fallen rider emerged. Two more riders round the bend, both wearing dark tunics. The fading light
a leisurely pace, though.
Behind you, a horse rounds a bend in the road, galloping at top speed. The beast looks frantic, terrified and frothing with exertion. Upon it sways a figure wearing a gold
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by rolling on the Moonblade Properties table. Minor Property. In addition to its
aforementioned properties, each Moonblade has a minor property determined by rolling on the Magic Item’s Minor Property table (see earlier in this chapter). Sentience. A Moonblade is a sentient weapon
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by rolling on the Moonblade Properties table. Minor Property. In addition to its
aforementioned properties, each Moonblade has a minor property determined by rolling on the Magic Item’s Minor Property table (see earlier in this chapter). Sentience. A Moonblade is a sentient weapon
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by rolling on the Moonblade Properties table. Minor Property. In addition to its
aforementioned properties, each Moonblade has a minor property determined by rolling on the Magic Item’s Minor Property table (see earlier in this chapter). Sentience. A Moonblade is a sentient weapon
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
true form is like that of a great gargoyle, some 12 feet tall, with an extended, muscular neck; a smiling face framed by long, pointed ears and lank, dark hair; and bat-like wings are furled against
actions when in his lair; he can’t take the same lair action two rounds in a row: Conjure Walls and Doors. Fraz-Urb’luu causes up to five doors within the lair to become walls and an equal number of
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
true form is like that of a great gargoyle, some 12 feet tall, with an extended, muscular neck; a smiling face framed by long, pointed ears and lank, dark hair; and bat-like wings are furled against
actions when in his lair; he can’t take the same lair action two rounds in a row: Conjure Walls and Doors. Fraz-Urb’luu causes up to five doors within the lair to become walls and an equal number of
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
true form is like that of a great gargoyle, some 12 feet tall, with an extended, muscular neck; a smiling face framed by long, pointed ears and lank, dark hair; and bat-like wings are furled against
actions when in his lair; he can’t take the same lair action two rounds in a row: Conjure Walls and Doors. Fraz-Urb’luu causes up to five doors within the lair to become walls and an equal number of
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
conjure spiritual embodiments of powerful forces to change the world once more. Such spirits are capricious, though, and what a bard summons isn’t always entirely under their control. Guiding Whispers
target of the tale’s effect. Once you do so, you can’t bestow the tale’s effect again until you roll it again. You can retain only one of these tales in mind at a time, and rolling on the Spirit
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
conjure spiritual embodiments of powerful forces to change the world once more. Such spirits are capricious, though, and what a bard summons isn’t always entirely under their control. Guiding Whispers
target of the tale’s effect. Once you do so, you can’t bestow the tale’s effect again until you roll it again. You can retain only one of these tales in mind at a time, and rolling on the Spirit
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
conjure spiritual embodiments of powerful forces to change the world once more. Such spirits are capricious, though, and what a bard summons isn’t always entirely under their control. Guiding Whispers
target of the tale’s effect. Once you do so, you can’t bestow the tale’s effect again until you roll it again. You can retain only one of these tales in mind at a time, and rolling on the Spirit
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
; each wields the elemental magic taught by the college in a way that expresses their personality. In the hands of Prismari students, spells that conjure fire or bend water to one’s will become vibrant
of perfection combine elemental magic with precise, forceful physical motion. Their sweeping gestures and dance-like steps gather the power of crashing waves, conjure the protection of unyielding
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
whose maces are rolling pins—prattle on about the “misguided” surface factions of Sigil over cake and tea. The Cakers are initially indifferent toward the characters. Normally, the Cakers don’t take
. A successful DC 16 Intelligence (Arcana) check reveals the wings have black blood; they don’t belong to a bat or any other Beast. Creatures other than Constructs, Fiends, or Undead that partake of the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
whose maces are rolling pins—prattle on about the “misguided” surface factions of Sigil over cake and tea. The Cakers are initially indifferent toward the characters. Normally, the Cakers don’t take
. A successful DC 16 Intelligence (Arcana) check reveals the wings have black blood; they don’t belong to a bat or any other Beast. Creatures other than Constructs, Fiends, or Undead that partake of the






